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Assembly-CSharp-Editor.csproj
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|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Tilemap.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="PsdPlugin">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/PsdPlugin.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.TextMeshPro.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.VisualStudio.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.VisualStudio.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.Timeline">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Timeline.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.TextMeshPro">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.TextMeshPro.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.IK.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.Sprite.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Sprite.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.Psdimporter.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Psdimporter.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.Path.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Path.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.InternalAPIEditorBridge.001">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.InternalAPIEditorBridge.001.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="UnityEditor.UI">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/UnityEditor.UI.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.PlasticSCM.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.PlasticSCM.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.Rider.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Rider.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="UnityEngine.UI">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/UnityEngine.UI.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.Mathematics">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.IK.Runtime">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.IK.Runtime.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.Animation.Triangle.Runtime">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Triangle.Runtime.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.Animation.Runtime">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Animation.Runtime.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.PixelPerfect.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.PixelPerfect.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.Timeline.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Timeline.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.Mathematics.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.Mathematics.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.Common.Runtime">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Runtime.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.SpriteShape.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.Common.Editor">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.Common.Editor.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
<Reference Include="Unity.2D.SpriteShape.Runtime">
|
||||||
|
<HintPath>C:/Scriptum/Library/ScriptAssemblies/Unity.2D.SpriteShape.Runtime.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
|
</ItemGroup>
|
||||||
|
<ItemGroup>
|
||||||
|
<ProjectReference Include="Assembly-CSharp.csproj">
|
||||||
|
<Project>{e0f48af5-6d3e-b154-523d-8f755dc8e665}</Project>
|
||||||
|
<Name>Assembly-CSharp</Name>
|
||||||
|
</ProjectReference>
|
||||||
|
</ItemGroup>
|
||||||
|
<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
|
||||||
|
<!-- To modify your build process, add your task inside one of the targets below and uncomment it.
|
||||||
|
Other similar extension points exist, see Microsoft.Common.targets.
|
||||||
|
<Target Name="BeforeBuild">
|
||||||
|
</Target>
|
||||||
|
<Target Name="AfterBuild">
|
||||||
|
</Target>
|
||||||
|
-->
|
||||||
|
</Project>
|
@ -126,6 +126,7 @@
|
|||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\ItemData.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\ItemData.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ItemSlot.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ItemSlot.cs" />
|
||||||
<Compile Include="Assets\healthText.cs" />
|
<Compile Include="Assets\healthText.cs" />
|
||||||
|
<Compile Include="Assets\Animations\Chests\ChestAnimation.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItem.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItem.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\WarehousePanel\WarehousePanelController.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\WarehousePanel\WarehousePanelController.cs" />
|
||||||
<Compile Include="Assets\Scripts\PlayerPosition.cs" />
|
<Compile Include="Assets\Scripts\PlayerPosition.cs" />
|
||||||
@ -267,7 +268,12 @@
|
|||||||
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCDialogue.cs" />
|
<Compile Include="Assets\Scripts\NPCs' Scripts\NPCDialogue.cs" />
|
||||||
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
|
<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
|
||||||
<Compile Include="Assets\Scripts\Player.cs" />
|
<Compile Include="Assets\Scripts\Player.cs" />
|
||||||
|
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\MeshCopy.cs" />
|
||||||
|
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\Speen.cs" />
|
||||||
|
<Compile Include="Assets\HardLight2D\Demo\DemoScripts\PolyWobbler.cs" />
|
||||||
|
<Compile Include="Assets\HardLight2D\Scripts\LightFollow.cs" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
|
||||||
|
<None Include="Assets\HardLight2D\ReadMe - FAQ.txt" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
|
||||||
@ -282,6 +288,7 @@
|
|||||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Properties.cginc" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Properties.cginc" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Surface.cginc" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Surface.cginc" />
|
||||||
<None Include="Assets\TextMesh Pro\Resources\LineBreaking Following Characters.txt" />
|
<None Include="Assets\TextMesh Pro\Resources\LineBreaking Following Characters.txt" />
|
||||||
|
<None Include="Assets\HardLight2D\Material\AdditiveShader.shader" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Masking.shader" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Masking.shader" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF Overlay.shader" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF Overlay.shader" />
|
||||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap-Mobile.shader" />
|
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap-Mobile.shader" />
|
||||||
@ -510,6 +517,9 @@
|
|||||||
<Reference Include="UnityEditor.UnityConnectModule">
|
<Reference Include="UnityEditor.UnityConnectModule">
|
||||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/Managed/UnityEngine/UnityEditor.UnityConnectModule.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/Managed/UnityEngine/UnityEditor.UnityConnectModule.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
|
<Reference Include="HardLight2D">
|
||||||
|
<HintPath>C:/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll</HintPath>
|
||||||
|
</Reference>
|
||||||
<Reference Include="netstandard">
|
<Reference Include="netstandard">
|
||||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/NetStandard/ref/2.0.0/netstandard.dll</HintPath>
|
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/NetStandard/ref/2.0.0/netstandard.dll</HintPath>
|
||||||
</Reference>
|
</Reference>
|
||||||
|
40
Assets/Animations/Chests/ChestAnimation.cs
Normal file
40
Assets/Animations/Chests/ChestAnimation.cs
Normal file
@ -0,0 +1,40 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class ChestAnimation : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] public GameObject chest;
|
||||||
|
|
||||||
|
private Animator m_Animator;
|
||||||
|
bool isTrigerred = false;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
m_Animator = gameObject.GetComponent<Animator>();
|
||||||
|
chest = gameObject; // set object on current GameObject
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool beingHandled = false;
|
||||||
|
private static bool Opening;
|
||||||
|
private static bool Closing;
|
||||||
|
private IEnumerator OpenChestWithAnimation()
|
||||||
|
{
|
||||||
|
beingHandled = true;
|
||||||
|
// process pre-yield
|
||||||
|
m_Animator.SetTrigger("OpenIt");
|
||||||
|
yield return new WaitForSeconds( 0.4f );
|
||||||
|
|
||||||
|
m_Animator.ResetTrigger("OpenIt");
|
||||||
|
// process post-yield
|
||||||
|
beingHandled = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/Animations/Chests/ChestAnimation.cs.meta
Normal file
11
Assets/Animations/Chests/ChestAnimation.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 7151affbee5fd5443aeac959e4ef9331
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/HardLight2D.meta
Normal file
8
Assets/HardLight2D.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 64da8bdfd84bf4f46a929c18c6bbfe65
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/HardLight2D/Demo.meta
Normal file
8
Assets/HardLight2D/Demo.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3d0f17b9427f0c9458cd4113831e6e7e
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
4756
Assets/HardLight2D/Demo/DemoScene.unity
Normal file
4756
Assets/HardLight2D/Demo/DemoScene.unity
Normal file
File diff suppressed because one or more lines are too long
7
Assets/HardLight2D/Demo/DemoScene.unity.meta
Normal file
7
Assets/HardLight2D/Demo/DemoScene.unity.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 0d19e7768b9287c4a920e60043514a70
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
8
Assets/HardLight2D/Demo/DemoScripts.meta
Normal file
8
Assets/HardLight2D/Demo/DemoScripts.meta
Normal file
@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 18885fe1412c9304eac28f3fb63ec1dc
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
44
Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs
Normal file
44
Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs
Normal file
@ -0,0 +1,44 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[ExecuteInEditMode]
|
||||||
|
[RequireComponent (typeof (MeshFilter))]
|
||||||
|
[RequireComponent (typeof (MeshRenderer))]
|
||||||
|
public class MeshCopy : MonoBehaviour
|
||||||
|
{
|
||||||
|
public MeshFilter OriginalMesh;
|
||||||
|
[ColorUsage (false)] public Color Color = Color.white;
|
||||||
|
public float Intensity = 1;
|
||||||
|
|
||||||
|
MeshFilter meshFilter;
|
||||||
|
Renderer rend;
|
||||||
|
Color oldColor = Color.black;
|
||||||
|
float oldIntensity = -1;
|
||||||
|
MaterialPropertyBlock propBlock;
|
||||||
|
string colorProp = "_Color";
|
||||||
|
|
||||||
|
void Update ()
|
||||||
|
{
|
||||||
|
CheckReferences ();
|
||||||
|
if (OriginalMesh && OriginalMesh.sharedMesh)
|
||||||
|
meshFilter.sharedMesh = OriginalMesh.sharedMesh;
|
||||||
|
else meshFilter.sharedMesh = null;
|
||||||
|
UpdateColor ();
|
||||||
|
}
|
||||||
|
void CheckReferences ()
|
||||||
|
{
|
||||||
|
if (!meshFilter) meshFilter = GetComponent<MeshFilter> ();
|
||||||
|
if (!rend) rend = GetComponent<Renderer> ();
|
||||||
|
if (propBlock == null) propBlock = new MaterialPropertyBlock ();
|
||||||
|
}
|
||||||
|
void UpdateColor ()
|
||||||
|
{
|
||||||
|
if (oldColor != Color || oldIntensity != Intensity)
|
||||||
|
{
|
||||||
|
oldColor = Color;
|
||||||
|
oldIntensity = Intensity;
|
||||||
|
rend.GetPropertyBlock (propBlock);
|
||||||
|
propBlock.SetColor (colorProp, Color * Intensity);
|
||||||
|
rend.SetPropertyBlock (propBlock);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
11
Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs.meta
Normal file
11
Assets/HardLight2D/Demo/DemoScripts/MeshCopy.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: a3dee31f8104a4a47b95745cf7e27106
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
30
Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs
Normal file
30
Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs
Normal file
@ -0,0 +1,30 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
[RequireComponent (typeof (LineRenderer))]
|
||||||
|
[RequireComponent (typeof (PolygonCollider2D))]
|
||||||
|
public class PolyWobbler : MonoBehaviour
|
||||||
|
{
|
||||||
|
PolygonCollider2D Poly;
|
||||||
|
LineRenderer LineRend;
|
||||||
|
public float Wobbles = 1;
|
||||||
|
Vector2[] points;
|
||||||
|
|
||||||
|
private void Start ()
|
||||||
|
{
|
||||||
|
Poly = GetComponent<PolygonCollider2D> ();
|
||||||
|
LineRend = GetComponent<LineRenderer> ();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Update ()
|
||||||
|
{
|
||||||
|
points = Poly.GetPath (0);
|
||||||
|
LineRend.positionCount = points.Length;
|
||||||
|
for (int i = 0; i < points.Length; i++)
|
||||||
|
{
|
||||||
|
points[i] += Random.insideUnitCircle * Time.deltaTime * Wobbles;
|
||||||
|
LineRend.SetPosition (i, points[i]);
|
||||||
|
}
|
||||||
|
Poly.SetPath (0, points);
|
||||||
|
HardLight2DManager.RefreshColliderReference (Poly);
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||||||
|
}
|
||||||
|
}
|
11
Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs.meta
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Assets/HardLight2D/Demo/DemoScripts/Speen.cs
Normal file
12
Assets/HardLight2D/Demo/DemoScripts/Speen.cs
Normal file
@ -0,0 +1,12 @@
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|||||||
|
using System.Collections;
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|
using System.Collections.Generic;
|
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|
using UnityEngine;
|
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|
|
||||||
|
public class Speen : MonoBehaviour
|
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{
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public float speed = 1f;
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void Update ()
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{
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|
transform.Rotate (Vector3.forward, speed * Time.deltaTime * 100f);
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}
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}
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8
Assets/HardLight2D/Editor.meta
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8
Assets/HardLight2D/Editor.meta
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43
Assets/HardLight2D/Editor/HardLight2DEditor.cs
Normal file
43
Assets/HardLight2D/Editor/HardLight2DEditor.cs
Normal file
@ -0,0 +1,43 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections;
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||||||
|
using System.Reflection;
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|
using UnityEditor;
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|
using UnityEditorInternal;
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|
using UnityEngine;
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|
using UnityEngine.Rendering;
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|
public class HardLight2DEditor : MonoBehaviour
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{
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|
[MenuItem ("HardLight2D/Refresh collider references")]
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|
static void RefreshAll ()
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|
{
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|
HardLight2DManager.RefreshAllCollidersReferences ();
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|
}
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|
}
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[CustomPropertyDrawer (typeof (SortingLayerPopup))]
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public class SortingLayerDrawer : PropertyDrawer
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{
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public override void OnGUI (Rect position, SerializedProperty property, GUIContent label)
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{
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string[] options = GetSortingLayerNames ();
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int[] picks = new int[options.Length];
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var name = property.stringValue;
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var choice = -1;
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for (int i = 0; i < options.Length; i++)
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{
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picks[i] = i;
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if (name == options[i]) choice = i;
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}
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choice = EditorGUI.IntPopup (position, label.text, choice, options, picks);
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property.stringValue = options[choice];
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}
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public string[] GetSortingLayerNames ()
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{
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Type internalEditorUtilityType = typeof (InternalEditorUtility);
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PropertyInfo sortingLayersProperty = internalEditorUtilityType.GetProperty ("sortingLayerNames", BindingFlags.Static | BindingFlags.NonPublic);
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return (string[]) sortingLayersProperty.GetValue (null, new object[0]);
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}
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|
}
|
11
Assets/HardLight2D/Editor/HardLight2DEditor.cs.meta
Normal file
11
Assets/HardLight2D/Editor/HardLight2DEditor.cs.meta
Normal file
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154
Assets/HardLight2D/Light2D.prefab
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154
Assets/HardLight2D/Light2D.prefab
Normal file
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7
Assets/HardLight2D/Light2D.prefab.meta
Normal file
7
Assets/HardLight2D/Light2D.prefab.meta
Normal file
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8
Assets/HardLight2D/Material.meta
Normal file
8
Assets/HardLight2D/Material.meta
Normal file
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27
Assets/HardLight2D/Material/AdditiveShader.shader
Normal file
27
Assets/HardLight2D/Material/AdditiveShader.shader
Normal file
@ -0,0 +1,27 @@
|
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|
Shader "Mobile/Additive Texture" {
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|
Properties {
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|
[PerRendererData] _Color ("Main Color", Color) = (1,1,1,1)
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|
_MainTex ("Particle Texture", 2D) = "white" {}
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}
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Cull Off Lighting Off ZWrite Off Fog { Color (0,0,0,0) }
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|
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constantColor[_Color]
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}
|
9
Assets/HardLight2D/Material/AdditiveShader.shader.meta
Normal file
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Assets/HardLight2D/Material/AdditiveShader.shader.meta
Normal file
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101
Assets/HardLight2D/Material/LightMaterial.mat
Normal file
101
Assets/HardLight2D/Material/LightMaterial.mat
Normal file
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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166
Assets/HardLight2D/ReadMe - FAQ.txt
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166
Assets/HardLight2D/ReadMe - FAQ.txt
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@ -0,0 +1,166 @@
|
|||||||
|
HARD LIGHT 2D
|
||||||
|
-------------
|
||||||
|
Made by: Trino (Twitter: @Trino_dev)
|
||||||
|
|
||||||
|
Contents of this file
|
||||||
|
|
||||||
|
1. What is it?
|
||||||
|
2. What does it do?
|
||||||
|
3. What does it not do?
|
||||||
|
4. How do I use it?
|
||||||
|
5. What does X variable do? / How can I tweak it?
|
||||||
|
6. How can I get better performance?
|
||||||
|
7. Triggers don't cast shadows (IMPORTANT)
|
||||||
|
8. My collider shape is not updating for the lights (IMPORTANT)
|
||||||
|
9. The shadows coming from Boxes/Circles look weird (IMPORTANT)
|
||||||
|
10. I want to use my own shader
|
||||||
|
11. How can I hide the lights on the Scene view?
|
||||||
|
12. Should it be working while in Edit mode?
|
||||||
|
13. There's something wrong / How can I contact you?
|
||||||
|
|
||||||
|
-------------
|
||||||
|
|
||||||
|
1. What is it?
|
||||||
|
|
||||||
|
- It is a 2D point light system whose shadows are completely sharp.
|
||||||
|
- It is designed to be used with an orthographic camera and coexist with 2D
|
||||||
|
renderers (e.g., sprites, lines or tilemaps).
|
||||||
|
|
||||||
|
|
||||||
|
2. What does it do?
|
||||||
|
|
||||||
|
Every light detects every 2D collider on its range and creates a planar 3D
|
||||||
|
mesh around it's position taking the shape of a shadow casting point light.
|
||||||
|
|
||||||
|
Supported colliders:
|
||||||
|
- BoxCollider2D
|
||||||
|
- CircleCollider2D
|
||||||
|
- EdgeCollider2D
|
||||||
|
- PolygonCollider2D
|
||||||
|
- CompositeCollider2D
|
||||||
|
|
||||||
|
|
||||||
|
3. What does it not do?
|
||||||
|
|
||||||
|
- It does not darken the scene, the "shadows" are simply the area where the
|
||||||
|
light does not reach and will be as dark as your scene is by default.
|
||||||
|
- It does not offer any functionality gameplay-wise like fog of war or
|
||||||
|
sending a message to lit colliders.
|
||||||
|
|
||||||
|
|
||||||
|
4. How do I use it?
|
||||||
|
|
||||||
|
1. Drag the prefab "Light2D" on your scene and drop it wherever you please
|
||||||
|
(The position on the Z axis does not affect the result).
|
||||||
|
2. You can safely break the prefab link.
|
||||||
|
3. Tweak it's properties.
|
||||||
|
|
||||||
|
|
||||||
|
5. What does X variable do? / How can I tweak it?
|
||||||
|
|
||||||
|
Every variable on the Inspector view has it's own tooltip, you need only
|
||||||
|
hover your mouse over the variable name to read it.
|
||||||
|
|
||||||
|
The demo scene also features a variety of cases where almost every light has
|
||||||
|
a different setup.
|
||||||
|
|
||||||
|
|
||||||
|
6. How can I get better performance?
|
||||||
|
|
||||||
|
* Note: If no light or collider is calling for an update, all
|
||||||
|
calculations should automatically stop.
|
||||||
|
|
||||||
|
There are some cases where performance will drop:
|
||||||
|
- Too many lights moving around.
|
||||||
|
- Too many shadow casters (specially complex ones) moving/rotating/scaling
|
||||||
|
within range of a light.
|
||||||
|
- Too many shadow casters actively intersecting with each other within range
|
||||||
|
of a light.
|
||||||
|
- Too many shadow casters being instantiated frequently.
|
||||||
|
- Any combination of the previous cases.
|
||||||
|
|
||||||
|
Consider:
|
||||||
|
- Reducing the amount of shadow casters by tweaking the variables under the
|
||||||
|
Filtering Settings.
|
||||||
|
- Referencing a camera on the Optimization Settings to enable culling.
|
||||||
|
- Enabling Calculate Only Once on the Optimization Settings whenever possible
|
||||||
|
(e.g., background/static lights)
|
||||||
|
- Breaking big/complex Tilemaps (using CompositeCollider2D) into smaller
|
||||||
|
squarish chunks.
|
||||||
|
|
||||||
|
|
||||||
|
7. Triggers don't cast shadows (IMPORTANT)
|
||||||
|
|
||||||
|
This was a deliberate choice in the name of statistics and performance.
|
||||||
|
One of the reasons being that triggers are generally used to detect other
|
||||||
|
objects and not to block physical things such as rigidbodies or light rays.
|
||||||
|
|
||||||
|
It could be enabled as an option on a future update if the demand is high, so
|
||||||
|
don't hesitate on letting me know your opinion.
|
||||||
|
|
||||||
|
|
||||||
|
8. My collider shape is not updating for the lights (IMPORTANT)
|
||||||
|
|
||||||
|
* Note: "Shape" refers to the collider's settings (e.g., the points on a
|
||||||
|
PolygonCollider2D), any change to the Transform should be updated
|
||||||
|
automatically.
|
||||||
|
|
||||||
|
One of the steps taken to optimize this script is to store the initial shape
|
||||||
|
of any collider (The first time it's in range of any light) and base every
|
||||||
|
calculation around that.
|
||||||
|
|
||||||
|
Despite this, it is possible to manually update a collider's shape:
|
||||||
|
|
||||||
|
- While in Edit mode, where you are constantly changing colliders (e.g.,
|
||||||
|
building a tilemap) you can update every collider by going to
|
||||||
|
HardLight2D > "Refresh collider references" in Unity's main menu.
|
||||||
|
|
||||||
|
- While on Play mode you can update a single collider's shape by calling
|
||||||
|
"HardLight2DManager.RefreshColliderReference(yourCollider)" from any script.
|
||||||
|
(Keep in mind that this function WILL create memory garbage everytime it's
|
||||||
|
called and may be very heavy depending on the collider's complexity)
|
||||||
|
|
||||||
|
|
||||||
|
9. The shadows coming from Boxes/Circles look weird (IMPORTANT)
|
||||||
|
|
||||||
|
Either as an optimization step or one of many other reasons, some collider's
|
||||||
|
shadow shape can change depending on it's proximity or angle relative to the
|
||||||
|
light source.
|
||||||
|
As long as the collider's sprite cover's it's entire area and no light
|
||||||
|
source goes inside it, it should look natural.
|
||||||
|
|
||||||
|
|
||||||
|
10. I want to use my own shader
|
||||||
|
|
||||||
|
If you want to use a different shader and be able to use the color and
|
||||||
|
intensity properties, all you need is to have your shader's main color
|
||||||
|
property be named "_Color" and tag it with a [PerRendererData] attribute.
|
||||||
|
|
||||||
|
|
||||||
|
11. How can I hide the lights on the Scene view?
|
||||||
|
|
||||||
|
Since the prefab uses the "TransparentFX" Layer by default, you can toggle
|
||||||
|
it's scene visibility on the "Layers" dropdown on the top right corner of
|
||||||
|
the Unity window (next to the "Layout" dropdown).
|
||||||
|
|
||||||
|
|
||||||
|
12. Should it be working while in Edit mode?
|
||||||
|
|
||||||
|
* Note: Some lights may fail to update while on Edit mode. Moving them
|
||||||
|
around a bit should fix that.
|
||||||
|
|
||||||
|
Yes, although it relies on the Gizmo system, meaning there are a couple of
|
||||||
|
scenarios where it won't auto update while on edit mode:
|
||||||
|
- Gizmos are toggled off.
|
||||||
|
- HardLight2D is disabled on the Gizmos dropdown.
|
||||||
|
- The HardLight2D script is minimized on the Inspector window.
|
||||||
|
- Light's are hidden in the Scene view.
|
||||||
|
|
||||||
|
|
||||||
|
13. There's something wrong / How can I contact you?
|
||||||
|
|
||||||
|
You're welcome to write a review on the Asset Store page, although you can
|
||||||
|
always write me a direct message on Twitter (@Trino_dev) for a faster
|
||||||
|
response.
|
||||||
|
If you don't use Twitter and still want a faster response than writing on
|
||||||
|
the Asset Store page, you can email me at trino.vidya@gmail.com
|
7
Assets/HardLight2D/ReadMe - FAQ.txt.meta
Normal file
7
Assets/HardLight2D/ReadMe - FAQ.txt.meta
Normal file
@ -0,0 +1,7 @@
|
|||||||
|
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|
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externalObjects: {}
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userData:
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assetBundleVariant:
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8
Assets/HardLight2D/Scripts.meta
Normal file
8
Assets/HardLight2D/Scripts.meta
Normal file
@ -0,0 +1,8 @@
|
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|
fileFormatVersion: 2
|
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externalObjects: {}
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userData:
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|
assetBundleName:
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|
assetBundleVariant:
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Assets/HardLight2D/Scripts/HardLight2D.dll
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BIN
Assets/HardLight2D/Scripts/HardLight2D.dll
Normal file
Binary file not shown.
33
Assets/HardLight2D/Scripts/HardLight2D.dll.meta
Normal file
33
Assets/HardLight2D/Scripts/HardLight2D.dll.meta
Normal file
@ -0,0 +1,33 @@
|
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|
fileFormatVersion: 2
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externalObjects: {}
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|
serializedVersion: 2
|
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iconMap: {}
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executionOrder: {}
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defineConstraints: []
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platformData:
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- first:
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|
Any:
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|
second:
|
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|
enabled: 1
|
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|
settings: {}
|
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|
- first:
|
||||||
|
Editor: Editor
|
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|
second:
|
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|
enabled: 0
|
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|
settings:
|
||||||
|
DefaultValueInitialized: true
|
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|
- first:
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Windows Store Apps: WindowsStoreApps
|
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|
second:
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enabled: 0
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settings:
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assetBundleVariant:
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24
Assets/HardLight2D/Scripts/LightFollow.cs
Normal file
24
Assets/HardLight2D/Scripts/LightFollow.cs
Normal file
@ -0,0 +1,24 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class LightFollow : MonoBehaviour
|
||||||
|
{
|
||||||
|
private Transform playerTransform;
|
||||||
|
|
||||||
|
// Start is called before the first frame update
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
playerTransform = GameObject.FindGameObjectWithTag("Player").transform;
|
||||||
|
}
|
||||||
|
|
||||||
|
void LateUpdate()
|
||||||
|
{
|
||||||
|
// we store current camera's position here
|
||||||
|
Vector3 temp = transform.position;
|
||||||
|
temp.x = playerTransform.position.x;
|
||||||
|
temp.y = playerTransform.position.y-0.2f;
|
||||||
|
transform.position = temp;
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
11
Assets/HardLight2D/Scripts/LightFollow.cs.meta
Normal file
11
Assets/HardLight2D/Scripts/LightFollow.cs.meta
Normal file
@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: f9b784c6f37906f4aa24b4bf461cf057
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||||||
|
MonoImporter:
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|
externalObjects: {}
|
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|
serializedVersion: 2
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||||||
|
defaultReferences: []
|
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|
executionOrder: 0
|
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|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
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|
assetBundleVariant:
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@ -28,7 +28,6 @@ Transform:
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m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
|
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m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
|
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m_Children: []
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m_Father: {fileID: 4669568061092186073}
|
m_Father: {fileID: 4669568061092186073}
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m_RootOrder: 0
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m_RootOrder: 0
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@ -73,6 +72,7 @@ GameObject:
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- component: {fileID: 4669568061092186078}
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|
- component: {fileID: 4669568061092186079}
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- component: {fileID: 2962987939110705530}
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- component: {fileID: 2962987939110705530}
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|
- component: {fileID: 2546385265061015204}
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m_Layer: 0
|
m_Layer: 0
|
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m_Name: Gold Chest
|
m_Name: Gold Chest
|
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m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
@ -90,7 +90,6 @@ Transform:
|
|||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 58.59589, y: 32.941498, z: 20}
|
m_LocalPosition: {x: 58.59589, y: 32.941498, z: 20}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_ConstrainProportionsScale: 0
|
|
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m_Children:
|
m_Children:
|
||||||
- {fileID: 8363154141198799061}
|
- {fileID: 8363154141198799061}
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||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
@ -107,7 +106,6 @@ SpriteRenderer:
|
|||||||
m_CastShadows: 0
|
m_CastShadows: 0
|
||||||
m_ReceiveShadows: 0
|
m_ReceiveShadows: 0
|
||||||
m_DynamicOccludee: 1
|
m_DynamicOccludee: 1
|
||||||
m_StaticShadowCaster: 0
|
|
||||||
m_MotionVectors: 1
|
m_MotionVectors: 1
|
||||||
m_LightProbeUsage: 1
|
m_LightProbeUsage: 1
|
||||||
m_ReflectionProbeUsage: 1
|
m_ReflectionProbeUsage: 1
|
||||||
@ -193,3 +191,22 @@ MonoBehaviour:
|
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chestModel: {fileID: 4669568061092186072}
|
chestModel: {fileID: 4669568061092186072}
|
||||||
ChestType: 2
|
ChestType: 2
|
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Content: []
|
Content: []
|
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|
--- !u!95 &2546385265061015204
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|
Animator:
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|
serializedVersion: 3
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|
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|
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|
m_PrefabInstance: {fileID: 0}
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|
m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 4669568061092186072}
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|
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|
m_Avatar: {fileID: 0}
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|
m_Controller: {fileID: 9100000, guid: a95209a8090661b429e3a7057efecd57, type: 2}
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m_CullingMode: 0
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||||||
|
m_UpdateMode: 0
|
||||||
|
m_ApplyRootMotion: 0
|
||||||
|
m_LinearVelocityBlending: 0
|
||||||
|
m_WarningMessage:
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||||||
|
m_HasTransformHierarchy: 1
|
||||||
|
m_AllowConstantClipSamplingOptimization: 1
|
||||||
|
m_KeepAnimatorControllerStateOnDisable: 0
|
||||||
|
@ -28,7 +28,6 @@ Transform:
|
|||||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
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||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
|
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m_Children: []
|
m_Children: []
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m_Father: {fileID: 5754902894522036728}
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m_Father: {fileID: 5754902894522036728}
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m_RootOrder: 0
|
m_RootOrder: 0
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@ -73,6 +72,7 @@ GameObject:
|
|||||||
- component: {fileID: 5754902894522036731}
|
- component: {fileID: 5754902894522036731}
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||||||
- component: {fileID: 5754902894522036730}
|
- component: {fileID: 5754902894522036730}
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- component: {fileID: 1539754125081080905}
|
- component: {fileID: 1539754125081080905}
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||||||
|
- component: {fileID: 2621439303561408325}
|
||||||
m_Layer: 0
|
m_Layer: 0
|
||||||
m_Name: Prize Chest
|
m_Name: Prize Chest
|
||||||
m_TagString: Untagged
|
m_TagString: Untagged
|
||||||
@ -90,7 +90,6 @@ Transform:
|
|||||||
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
|
||||||
m_LocalPosition: {x: 16, y: 51.2, z: 18.195854}
|
m_LocalPosition: {x: 16, y: 51.2, z: 18.195854}
|
||||||
m_LocalScale: {x: 1, y: 1, z: 1}
|
m_LocalScale: {x: 1, y: 1, z: 1}
|
||||||
m_ConstrainProportionsScale: 0
|
|
||||||
m_Children:
|
m_Children:
|
||||||
- {fileID: 584661738}
|
- {fileID: 584661738}
|
||||||
m_Father: {fileID: 0}
|
m_Father: {fileID: 0}
|
||||||
@ -107,7 +106,6 @@ SpriteRenderer:
|
|||||||
m_CastShadows: 0
|
m_CastShadows: 0
|
||||||
m_ReceiveShadows: 0
|
m_ReceiveShadows: 0
|
||||||
m_DynamicOccludee: 1
|
m_DynamicOccludee: 1
|
||||||
m_StaticShadowCaster: 0
|
|
||||||
m_MotionVectors: 1
|
m_MotionVectors: 1
|
||||||
m_LightProbeUsage: 1
|
m_LightProbeUsage: 1
|
||||||
m_ReflectionProbeUsage: 1
|
m_ReflectionProbeUsage: 1
|
||||||
@ -193,3 +191,22 @@ MonoBehaviour:
|
|||||||
chestModel: {fileID: 5754902894522036729}
|
chestModel: {fileID: 5754902894522036729}
|
||||||
ChestType: 3
|
ChestType: 3
|
||||||
Content: []
|
Content: []
|
||||||
|
--- !u!95 &2621439303561408325
|
||||||
|
Animator:
|
||||||
|
serializedVersion: 3
|
||||||
|
m_ObjectHideFlags: 0
|
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|
m_CorrespondingSourceObject: {fileID: 0}
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|
m_PrefabInstance: {fileID: 0}
|
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|
m_PrefabAsset: {fileID: 0}
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|
m_GameObject: {fileID: 5754902894522036729}
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|
m_Enabled: 1
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|
m_Avatar: {fileID: 0}
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|
m_Controller: {fileID: 9100000, guid: 5a1cb06ea2da76043b87dc47570a8e31, type: 2}
|
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|
m_CullingMode: 0
|
||||||
|
m_UpdateMode: 0
|
||||||
|
m_ApplyRootMotion: 0
|
||||||
|
m_LinearVelocityBlending: 0
|
||||||
|
m_WarningMessage:
|
||||||
|
m_HasTransformHierarchy: 1
|
||||||
|
m_AllowConstantClipSamplingOptimization: 1
|
||||||
|
m_KeepAnimatorControllerStateOnDisable: 0
|
||||||
|
@ -29,7 +29,6 @@ Transform:
|
|||||||
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
m_LocalRotation: {x: -0, y: -0, z: -0, w: 1}
|
||||||
m_LocalPosition: {x: 0, y: 0, z: 0}
|
m_LocalPosition: {x: 0, y: 0, z: 0}
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musicSlider: {fileID: 0}
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@ -6,13 +6,14 @@ using GUI_Scripts.ProceduralGeneration;
|
|||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Tilemaps;
|
using UnityEngine.Tilemaps;
|
||||||
using Random = UnityEngine.Random;
|
using Random = UnityEngine.Random;
|
||||||
|
using Vector2 = System.Numerics.Vector2;
|
||||||
|
|
||||||
public class TileMapGenerator : MonoBehaviour
|
public class TileMapGenerator : MonoBehaviour
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{
|
{
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||||||
// Start is called before the first frame update
|
// Start is called before the first frame update
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||||||
|
|
||||||
public Tilemap ground, walls;
|
public Tilemap ground, walls;
|
||||||
public Tile ground1, wall1;
|
public Tile ground1, wall1, corner_left_up, corner_left_down, corner_right_down, corner_right_up, left, right, up, down;
|
||||||
public Graph graph;
|
public Graph graph;
|
||||||
|
|
||||||
private void Start()
|
private void Start()
|
||||||
@ -29,6 +30,7 @@ public class TileMapGenerator : MonoBehaviour
|
|||||||
Map map = new Map(new Vector2Int(100, 100));
|
Map map = new Map(new Vector2Int(100, 100));
|
||||||
List<FloodFill> fillers = new List<FloodFill>();
|
List<FloodFill> fillers = new List<FloodFill>();
|
||||||
|
|
||||||
|
|
||||||
for (int i = 0; i < 70; i++)
|
for (int i = 0; i < 70; i++)
|
||||||
{
|
{
|
||||||
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
|
FloodFill filler = new FloodFill(map, 1, new Vector2Int(Random.Range(0, 70), Random.Range(0, 70)));
|
||||||
@ -69,6 +71,9 @@ public class TileMapGenerator : MonoBehaviour
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
|
||||||
|
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
|
||||||
|
Vector3 startPosOfPlayer = default;
|
||||||
foreach (var filler in fillers)
|
foreach (var filler in fillers)
|
||||||
{
|
{
|
||||||
int id = filler.id;
|
int id = filler.id;
|
||||||
@ -77,7 +82,7 @@ public class TileMapGenerator : MonoBehaviour
|
|||||||
if (id == 1)
|
if (id == 1)
|
||||||
{
|
{
|
||||||
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
|
ground.SetTile(new Vector3Int(pos.x,pos.y,0), ground1);
|
||||||
|
startPosOfPlayer = new Vector3Int(pos.x, pos.y, 0);
|
||||||
}
|
}
|
||||||
else if (id == 2)
|
else if (id == 2)
|
||||||
{
|
{
|
||||||
@ -85,13 +90,27 @@ public class TileMapGenerator : MonoBehaviour
|
|||||||
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
GraphNode playerPosStart = graph.graphNodes[Random.Range(0, graph.graphNodes.Count)];
|
|
||||||
Vector2Int startPos = playerPosStart.positions.ElementAt(Random.Range(0, playerPosStart.positions.Count));
|
|
||||||
|
walls.SetTile(new Vector3Int(-1,-1,0), corner_left_down);
|
||||||
|
walls.SetTile(new Vector3Int(-1,100,0), corner_left_up);
|
||||||
|
walls.SetTile(new Vector3Int(100,100,0), corner_right_up);
|
||||||
|
walls.SetTile(new Vector3Int(100,-1,0), corner_right_down);
|
||||||
|
|
||||||
|
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(-1,i,0), left);}
|
||||||
|
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(100,i,0), right);}
|
||||||
|
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,-1,0), down);}
|
||||||
|
for (int i=0; i<100; i++){walls.SetTile(new Vector3Int(i,100,0), up);}
|
||||||
|
|
||||||
|
|
||||||
Debug.Log(startPos);
|
Debug.Log(startPos);
|
||||||
|
Debug.Log("cell added");
|
||||||
|
|
||||||
|
GameObject Player = GameObject.FindWithTag("Player");
|
||||||
|
Player.transform.position = startPosOfPlayer;
|
||||||
|
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
@ -3,6 +3,8 @@ using UnityEngine;
|
|||||||
|
|
||||||
public class ChestController : MonoBehaviour
|
public class ChestController : MonoBehaviour
|
||||||
{
|
{
|
||||||
|
|
||||||
|
|
||||||
public void Update()
|
public void Update()
|
||||||
{
|
{
|
||||||
}
|
}
|
||||||
|
@ -1,10 +1,19 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
|
using System.Threading.Tasks;
|
||||||
|
|
||||||
[Serializable]
|
[Serializable]
|
||||||
public abstract class UIBaseManager<T> : MonoBehaviour, ManagerInterface<T>
|
public abstract class UIBaseManager<T> : MonoBehaviour, ManagerInterface<T>
|
||||||
{
|
{
|
||||||
|
|
||||||
|
private Animator animator;
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
animator = GetComponent<Animator>();
|
||||||
|
}
|
||||||
|
|
||||||
public static UIBaseManager<T> Instance { get; protected set; }
|
public static UIBaseManager<T> Instance { get; protected set; }
|
||||||
|
|
||||||
|
|
||||||
@ -31,18 +40,60 @@ public abstract class UIBaseManager<T> : MonoBehaviour, ManagerInterface<T>
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public void Update()
|
//public GameObject Chest1 = GameObject.Find("Gold Chest");
|
||||||
|
|
||||||
|
|
||||||
|
public async void Update()
|
||||||
{
|
{
|
||||||
if (Input.GetKeyDown(keyToOpen))
|
if (Input.GetKeyDown(keyToOpen))
|
||||||
{
|
{
|
||||||
if (!DynamicPanel)
|
if (!DynamicPanel)
|
||||||
|
{
|
||||||
|
//condition to be near to the chest
|
||||||
|
if (ChestUIManager.Instance.CurrentChestName != null && ChestUIManager.Instance.CurrentChestName != "")
|
||||||
|
{
|
||||||
|
//delay using async Yield and triggering chests to start open animation
|
||||||
|
var end = Time.time + 0.3;
|
||||||
|
animateOpening();
|
||||||
|
while (Time.time < end)
|
||||||
|
{
|
||||||
|
await System.Threading.Tasks.Task.Yield();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
this.OpenPanel();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
this.ClosePanel();
|
||||||
|
var end2 = Time.time + 0.1;
|
||||||
|
while (Time.time < end2)
|
||||||
|
{
|
||||||
|
await System.Threading.Tasks.Task.Yield();
|
||||||
|
}
|
||||||
|
animateClosing();
|
||||||
|
end2 = Time.time + 0.3;
|
||||||
|
while (Time.time < end2)
|
||||||
|
{
|
||||||
|
await System.Threading.Tasks.Task.Yield();
|
||||||
|
}
|
||||||
|
resettriggers();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (ChestUIManager.Instance.CurrentChestName == null || ChestUIManager.Instance.CurrentChestName == "")
|
||||||
|
{
|
||||||
|
var end2 = Time.time + 0.1;
|
||||||
|
while (Time.time < end2)
|
||||||
{
|
{
|
||||||
this.OpenPanel();
|
await System.Threading.Tasks.Task.Yield();
|
||||||
}
|
}
|
||||||
else
|
animateClosing();
|
||||||
|
end2 = Time.time + 0.3;
|
||||||
|
while (Time.time < end2)
|
||||||
{
|
{
|
||||||
this.ClosePanel();
|
await System.Threading.Tasks.Task.Yield();
|
||||||
}
|
}
|
||||||
|
resettriggers();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -56,6 +107,39 @@ public abstract class UIBaseManager<T> : MonoBehaviour, ManagerInterface<T>
|
|||||||
//DynamicPanel = dynamicPanelController;
|
//DynamicPanel = dynamicPanelController;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private async void animateOpening()
|
||||||
|
{
|
||||||
|
GameObject.Find("Gold Chest").GetComponent<Animator>().SetTrigger("OpenIt");
|
||||||
|
GameObject.Find("Prize Chest").GetComponent<Animator>().SetTrigger("OpenIt");
|
||||||
|
GameObject.Find("Wodden Chest").GetComponent<Animator>().SetTrigger("OpenIt");
|
||||||
|
}
|
||||||
|
|
||||||
|
private async void animateClosing()
|
||||||
|
{
|
||||||
|
GameObject.Find("Gold Chest").GetComponent<Animator>().ResetTrigger("OpenIt");
|
||||||
|
GameObject.Find("Prize Chest").GetComponent<Animator>().ResetTrigger("OpenIt");
|
||||||
|
GameObject.Find("Wodden Chest").GetComponent<Animator>().ResetTrigger("OpenIt");
|
||||||
|
GameObject.Find("Gold Chest").GetComponent<Animator>().SetTrigger("CloseIt");
|
||||||
|
GameObject.Find("Prize Chest").GetComponent<Animator>().SetTrigger("CloseIt");
|
||||||
|
GameObject.Find("Wodden Chest").GetComponent<Animator>().SetTrigger("CloseIt");
|
||||||
|
}
|
||||||
|
|
||||||
|
private async void resettriggers()
|
||||||
|
{
|
||||||
|
var end3 = Time.time + 0.0;
|
||||||
|
while (Time.time < end3)
|
||||||
|
{
|
||||||
|
await System.Threading.Tasks.Task.Yield();
|
||||||
|
}
|
||||||
|
|
||||||
|
GameObject.Find("Gold Chest").GetComponent<Animator>().ResetTrigger("CloseIt");
|
||||||
|
GameObject.Find("Prize Chest").GetComponent<Animator>().ResetTrigger("CloseIt");
|
||||||
|
GameObject.Find("Wodden Chest").GetComponent<Animator>().ResetTrigger("CloseIt");
|
||||||
|
GameObject.Find("Wodden Chest").GetComponent<Animator>().SetTrigger("reactivate");
|
||||||
|
GameObject.Find("Prize Chest").GetComponent<Animator>().SetTrigger("reactivate");
|
||||||
|
GameObject.Find("Gold Chest").GetComponent<Animator>().SetTrigger("reactivate");
|
||||||
|
}
|
||||||
|
|
||||||
public virtual bool OpenPanel()
|
public virtual bool OpenPanel()
|
||||||
{
|
{
|
||||||
Console.WriteLine("Panel opened");
|
Console.WriteLine("Panel opened");
|
||||||
@ -74,7 +158,6 @@ public abstract class UIBaseManager<T> : MonoBehaviour, ManagerInterface<T>
|
|||||||
DynamicPanel.name = uiPanelTemplate.name;
|
DynamicPanel.name = uiPanelTemplate.name;
|
||||||
|
|
||||||
SetupPanel();
|
SetupPanel();
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -85,7 +168,6 @@ public abstract class UIBaseManager<T> : MonoBehaviour, ManagerInterface<T>
|
|||||||
try
|
try
|
||||||
{
|
{
|
||||||
Destroy(DynamicPanel);
|
Destroy(DynamicPanel);
|
||||||
|
|
||||||
return true;
|
return true;
|
||||||
} catch (Exception ex) { Debug.LogError(ex.Message); }
|
} catch (Exception ex) { Debug.LogError(ex.Message); }
|
||||||
|
|
||||||
|
@ -26,6 +26,7 @@ public class ChestUIManager : UIBaseManager<Chest>
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
public override bool OpenPanel()
|
public override bool OpenPanel()
|
||||||
{
|
{
|
||||||
if (CurrentChestName == null || CurrentChestName == "")
|
if (CurrentChestName == null || CurrentChestName == "")
|
||||||
|
@ -43,6 +43,8 @@ public class ShopUIManager : UIBaseManager<Shop>
|
|||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// Open additionals panels
|
// Open additionals panels
|
||||||
if (!InventoryUIManager.Instance.GetPanelStatus()) InventoryUIManager.Instance.OpenPanel();
|
if (!InventoryUIManager.Instance.GetPanelStatus()) InventoryUIManager.Instance.OpenPanel();
|
||||||
|
|
||||||
|
@ -3,6 +3,8 @@ Microsoft Visual Studio Solution File, Format Version 11.00
|
|||||||
# Visual Studio 2010
|
# Visual Studio 2010
|
||||||
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{e0f48af5-6d3e-b154-523d-8f755dc8e665}"
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp", "Assembly-CSharp.csproj", "{e0f48af5-6d3e-b154-523d-8f755dc8e665}"
|
||||||
EndProject
|
EndProject
|
||||||
|
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Assembly-CSharp-Editor", "Assembly-CSharp-Editor.csproj", "{7cc02776-5953-02f0-1d58-e2f51d95c564}"
|
||||||
|
EndProject
|
||||||
Global
|
Global
|
||||||
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
GlobalSection(SolutionConfigurationPlatforms) = preSolution
|
||||||
Debug|Any CPU = Debug|Any CPU
|
Debug|Any CPU = Debug|Any CPU
|
||||||
@ -13,6 +15,10 @@ Global
|
|||||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.Build.0 = Release|Any CPU
|
{e0f48af5-6d3e-b154-523d-8f755dc8e665}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
|
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
|
||||||
|
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Debug|Any CPU.Build.0 = Debug|Any CPU
|
||||||
|
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.ActiveCfg = Release|Any CPU
|
||||||
|
{7cc02776-5953-02f0-1d58-e2f51d95c564}.Release|Any CPU.Build.0 = Release|Any CPU
|
||||||
EndGlobalSection
|
EndGlobalSection
|
||||||
GlobalSection(SolutionProperties) = preSolution
|
GlobalSection(SolutionProperties) = preSolution
|
||||||
HideSolutionNode = FALSE
|
HideSolutionNode = FALSE
|
||||||
|
2
Scriptum.sln.DotSettings.user
Normal file
2
Scriptum.sln.DotSettings.user
Normal file
@ -0,0 +1,2 @@
|
|||||||
|
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
|
||||||
|
<s:Boolean x:Key="/Default/UserDictionary/Words/=Wodden/@EntryIndexedValue">True</s:Boolean></wpf:ResourceDictionary>
|
@ -6,35 +6,35 @@ EditorUserSettings:
|
|||||||
serializedVersion: 4
|
serializedVersion: 4
|
||||||
m_ConfigSettings:
|
m_ConfigSettings:
|
||||||
RecentlyUsedScenePath-0:
|
RecentlyUsedScenePath-0:
|
||||||
value: 22424703114646680e0b0227036c72111f19352f223d667d6d1a1226ece42776f7e93ffdfe
|
|
||||||
flags: 0
|
|
||||||
RecentlyUsedScenePath-1:
|
|
||||||
value: 22424703114646680e0b0227036c7c151b12163e2d3a3f7e38271427fb
|
value: 22424703114646680e0b0227036c7c151b12163e2d3a3f7e38271427fb
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedScenePath-2:
|
RecentlyUsedScenePath-1:
|
||||||
value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
|
|
||||||
flags: 0
|
|
||||||
RecentlyUsedScenePath-3:
|
|
||||||
value: 22424703114646680e0b0227036c68190c160a2e042733232867083debf42d
|
|
||||||
flags: 0
|
|
||||||
RecentlyUsedScenePath-4:
|
|
||||||
value: 22424703114646680e0b0227036c7c1102161b25212a357e38271427fb
|
value: 22424703114646680e0b0227036c7c1102161b25212a357e38271427fb
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedScenePath-5:
|
RecentlyUsedScenePath-2:
|
||||||
value: 22424703114646680e0b0227036c791904040c1c25242a312a2c5326ece92021
|
value: 22424703114646680e0b0227036c791904040c1c25242a312a2c5326ece92021
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedScenePath-6:
|
RecentlyUsedScenePath-3:
|
||||||
value: 22424703114646680e0b0227036c7c1100123d24383a273e2e2c5326ece92021
|
|
||||||
flags: 0
|
|
||||||
RecentlyUsedScenePath-7:
|
|
||||||
value: 22424703114646680e0b0227036c70050204112e291f2f2a2c3b1920caef212be7a923e7ee2e26
|
value: 22424703114646680e0b0227036c70050204112e291f2f2a2c3b1920caef212be7a923e7ee2e26
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedScenePath-8:
|
RecentlyUsedScenePath-4:
|
||||||
value: 22424703114646680e0b0227036c761e1821112620292135633c133af6f9
|
value: 22424703114646680e0b0227036c761e1821112620292135633c133af6f9
|
||||||
flags: 0
|
flags: 0
|
||||||
RecentlyUsedScenePath-9:
|
RecentlyUsedScenePath-5:
|
||||||
|
value: 22424703114646680e0b0227036c68190c160a2e042733232867083debf42d
|
||||||
|
flags: 0
|
||||||
|
RecentlyUsedScenePath-6:
|
||||||
|
value: 22424703114646680e0b0227036c6c111b07142f1f2b233e2867083debf42d
|
||||||
|
flags: 0
|
||||||
|
RecentlyUsedScenePath-7:
|
||||||
|
value: 22424703114646680e0b0227036c7c1100123d24383a273e2e2c5326ece92021
|
||||||
|
flags: 0
|
||||||
|
RecentlyUsedScenePath-8:
|
||||||
value: 22424703114646680e0b0227036c72111f1958072926337e38271427fb
|
value: 22424703114646680e0b0227036c72111f1958072926337e38271427fb
|
||||||
flags: 0
|
flags: 0
|
||||||
|
RecentlyUsedScenePath-9:
|
||||||
|
value: 22424703114646680e0b0227036c7b0518101d252266333e243d04
|
||||||
|
flags: 0
|
||||||
vcSharedLogLevel:
|
vcSharedLogLevel:
|
||||||
value: 0d5e400f0650
|
value: 0d5e400f0650
|
||||||
flags: 0
|
flags: 0
|
||||||
|
Loading…
Reference in New Issue
Block a user