Merge remote-tracking branch 'origin/master'
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Assembly-CSharp-Editor.csproj
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Assembly-CSharp-Editor.csproj
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Other similar extension points exist, see Microsoft.Common.targets.
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@ -126,6 +126,7 @@
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<Compile Include="Assets\Scripts\REFACTORING\Models\Item\ItemData.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Models\Panel\Slot\ItemSlot.cs" />
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<Compile Include="Assets\healthText.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Models\Item\EquippableItem\EquippableItem.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\Shared\Manager\UI\Panel\WarehousePanel\WarehousePanelController.cs" />
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<Compile Include="Assets\Scripts\PlayerPosition.cs" />
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@ -267,7 +268,12 @@
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<Compile Include="Assets\Scripts\NPCs' Scripts\NPCDialogue.cs" />
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<Compile Include="Assets\Scripts\REFACTORING\Application\UI\Panel\TaskPanelController.cs" />
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<Compile Include="Assets\Scripts\Player.cs" />
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<Compile Include="Assets\HardLight2D\Demo\DemoScripts\MeshCopy.cs" />
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<Compile Include="Assets\HardLight2D\Demo\DemoScripts\Speen.cs" />
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<Compile Include="Assets\HardLight2D\Demo\DemoScripts\PolyWobbler.cs" />
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<Compile Include="Assets\HardLight2D\Scripts\LightFollow.cs" />
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<None Include="Assets\TextMesh Pro\Shaders\TMPro.cginc" />
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<None Include="Assets\HardLight2D\ReadMe - FAQ.txt" />
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<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\TMPro_Mobile.cginc" />
|
||||
@ -282,6 +288,7 @@
|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Properties.cginc" />
|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMPro_Surface.cginc" />
|
||||
<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 Overlay.shader" />
|
||||
<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap-Mobile.shader" />
|
||||
@ -510,6 +517,9 @@
|
||||
<Reference Include="UnityEditor.UnityConnectModule">
|
||||
<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/Managed/UnityEngine/UnityEditor.UnityConnectModule.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="HardLight2D">
|
||||
<HintPath>C:/Scriptum/Assets/HardLight2D/Scripts/HardLight2D.dll</HintPath>
|
||||
</Reference>
|
||||
<Reference Include="netstandard">
|
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<HintPath>C:/Program Files/Unity/Hub/Editor/2020.3.32f1/Editor/Data/NetStandard/ref/2.0.0/netstandard.dll</HintPath>
|
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</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 @@
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@ -186,7 +186,7 @@ MonoBehaviour:
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|
8
Assets/HardLight2D.meta
Normal file
8
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Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 64da8bdfd84bf4f46a929c18c6bbfe65
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8
Assets/HardLight2D/Demo.meta
Normal file
8
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Normal file
@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 3d0f17b9427f0c9458cd4113831e6e7e
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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
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Normal file
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fileFormatVersion: 2
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8
Assets/HardLight2D/Demo/DemoScripts.meta
Normal file
8
Assets/HardLight2D/Demo/DemoScripts.meta
Normal file
@ -0,0 +1,8 @@
|
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fileFormatVersion: 2
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guid: 18885fe1412c9304eac28f3fb63ec1dc
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folderAsset: yes
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assetBundleVariant:
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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 @@
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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);
|
||||
}
|
||||
}
|
11
Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs.meta
Normal file
11
Assets/HardLight2D/Demo/DemoScripts/PolyWobbler.cs.meta
Normal file
@ -0,0 +1,11 @@
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fileFormatVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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12
Assets/HardLight2D/Demo/DemoScripts/Speen.cs
Normal file
12
Assets/HardLight2D/Demo/DemoScripts/Speen.cs
Normal file
@ -0,0 +1,12 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class Speen : MonoBehaviour
|
||||
{
|
||||
public float speed = 1f;
|
||||
void Update ()
|
||||
{
|
||||
transform.Rotate (Vector3.forward, speed * Time.deltaTime * 100f);
|
||||
}
|
||||
}
|
11
Assets/HardLight2D/Demo/DemoScripts/Speen.cs.meta
Normal file
11
Assets/HardLight2D/Demo/DemoScripts/Speen.cs.meta
Normal file
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assetBundleVariant:
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Assets/HardLight2D/Demo/DemoSprites.meta
Normal file
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Assets/HardLight2D/Demo/DemoSprites.meta
Normal file
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Normal file
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Normal file
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Normal file
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Normal file
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Assets/HardLight2D/Editor/HardLight2DEditor.cs
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43
Assets/HardLight2D/Editor/HardLight2DEditor.cs
Normal file
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using System;
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using System.Collections;
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using System.Reflection;
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HardLight2DManager.RefreshAllCollidersReferences ();
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property.stringValue = options[choice];
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Assets/HardLight2D/Light2D.prefab
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154
Assets/HardLight2D/Light2D.prefab
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Assets/HardLight2D/Material/AdditiveShader.shader
Normal file
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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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101
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166
Assets/HardLight2D/ReadMe - FAQ.txt
Normal file
166
Assets/HardLight2D/ReadMe - FAQ.txt
Normal file
@ -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
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Assets/HardLight2D/Scripts.meta
Normal file
8
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Assets/HardLight2D/Scripts/LightFollow.cs
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Assets/HardLight2D/Scripts/LightFollow.cs
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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 LightFollow : MonoBehaviour
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{
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private Transform playerTransform;
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31
Assets/Resources/Items/EbonyRing.asset
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Some files were not shown because too many files have changed in this diff Show More
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Reference in New Issue
Block a user