Timeline entities added
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Shader "TextMeshPro/Distance Field External Outline"
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{
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Properties
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{
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_FaceTex ("Face Texture", 2D) = "white" {}
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_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
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_FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
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_FaceColor ("Face Color", Color) = (1,1,1,1)
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_FaceDilate ("Face Dilate", Range(-1,1)) = 0
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_OutlineColor ("Outline Color", Color) = (0,0,0,1)
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_OutlineTex ("Outline Texture", 2D) = "white" {}
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_OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
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_OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
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_OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
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_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
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_Bevel ("Bevel", Range(0,1)) = 0.5
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_BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
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_BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
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_BevelClamp ("Bevel Clamp", Range(0,1)) = 0
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_BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
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_LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416
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_SpecularColor ("Specular", Color) = (1,1,1,1)
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_SpecularPower ("Specular", Range(0,4)) = 2.0
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_Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10
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_Diffuse ("Diffuse", Range(0,1)) = 0.5
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_Ambient ("Ambient", Range(1,0)) = 0.5
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_BumpMap ("Normal map", 2D) = "bump" {}
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_BumpOutline ("Bump Outline", Range(0,1)) = 0
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_BumpFace ("Bump Face", Range(0,1)) = 0
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_ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1)
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_ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1)
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_Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
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_EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
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_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5)
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_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
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_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
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_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
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_UnderlaySoftness ("Border Softness", Range(0,1)) = 0
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_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
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_GlowOffset ("Offset", Range(-1,1)) = 0
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_GlowInner ("Inner", Range(0,1)) = 0.05
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_GlowOuter ("Outer", Range(0,1)) = 0.05
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_GlowPower ("Falloff", Range(1, 0)) = 0.75
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_WeightNormal ("Weight Normal", float) = 0
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_WeightBold ("Weight Bold", float) = 0.5
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_ShaderFlags ("Flags", float) = 0
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_ScaleRatioA ("Scale RatioA", float) = 1
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_ScaleRatioB ("Scale RatioB", float) = 1
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_ScaleRatioC ("Scale RatioC", float) = 1
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_MainTex ("Font Atlas", 2D) = "white" {}
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_TextureWidth ("Texture Width", float) = 512
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_TextureHeight ("Texture Height", float) = 512
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_GradientScale ("Gradient Scale", float) = 5.0
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_ScaleX ("Scale X", float) = 1.0
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_ScaleY ("Scale Y", float) = 1.0
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_PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
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_Sharpness ("Sharpness", Range(-1,1)) = 0
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_VertexOffsetY ("Vertex OffsetY", float) = 0
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_MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767)
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_ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
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_MaskSoftnessX ("Mask SoftnessX", float) = 0
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_MaskSoftnessY ("Mask SoftnessY", float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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}
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CGINCLUDE
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "TMPro_Properties.cginc"
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#include "TMPro.cginc"
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struct vertex_t
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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float4 position : POSITION;
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float3 normal : NORMAL;
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fixed4 color : COLOR;
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float2 texcoord0 : TEXCOORD0;
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float2 texcoord1 : TEXCOORD1;
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};
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struct pixel_t
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{
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UNITY_VERTEX_INPUT_INSTANCE_ID
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UNITY_VERTEX_OUTPUT_STEREO
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float4 position : SV_POSITION;
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fixed4 color : COLOR;
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float2 atlas : TEXCOORD0; // Atlas
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float4 param : TEXCOORD1; // alphaClip, scale, bias, weight
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float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw)
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float3 viewDir : TEXCOORD3;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 texcoord2 : TEXCOORD4; // u,v, scale, bias
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fixed4 underlayColor : COLOR1;
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#endif
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float4 textures : TEXCOORD5;
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};
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float4 _FaceTex_ST;
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float4 _OutlineTex_ST;
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pixel_t VertShaderOutlined(vertex_t input, float outlineScale)
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{
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pixel_t output;
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UNITY_INITIALIZE_OUTPUT(pixel_t, output);
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_TRANSFER_INSTANCE_ID(input, output);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float bold = step(input.texcoord1.y, 0);
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float4 vert = input.position;
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vert.x += _VertexOffsetX;
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vert.y += _VertexOffsetY;
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float4 vPosition = UnityObjectToClipPos(vert);
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float2 pixelSize = vPosition.w;
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pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
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float scale = rsqrt(dot(pixelSize, pixelSize));
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scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
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if (UNITY_MATRIX_P[3][3] == 0)
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scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale,
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abs(dot(UnityObjectToWorldNormal(input.normal.xyz),
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normalize(WorldSpaceViewDir(vert)))));
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float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
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weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5;
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float bias = (.5 - weight) + (.5 / scale);
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float alphaClip = (1.0 - _OutlineWidth * outlineScale * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA);
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#if GLOW_ON
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alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB);
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#endif
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alphaClip = alphaClip / 2.0 - (.5 / scale) - weight;
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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float4 underlayColor = _UnderlayColor;
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underlayColor.rgb *= underlayColor.a;
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float bScale = scale;
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bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale);
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float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale);
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float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth;
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float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight;
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float2 bOffset = float2(x, y);
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#endif
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// Generate UV for the Masking Texture
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float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
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float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy);
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// Support for texture tiling and offset
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float2 textureUV = UnpackUV(input.texcoord1.x);
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float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex);
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float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex);
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output.position = vPosition;
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output.color = input.color;
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output.atlas = input.texcoord0;
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output.param = float4(alphaClip, scale, bias * outlineScale, weight);
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output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw,
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0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
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output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz);
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#if (UNDERLAY_ON || UNDERLAY_INNER)
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output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias);
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output.underlayColor = underlayColor;
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#endif
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output.textures = float4(faceUV, outlineUV);
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return output;
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}
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fixed4 PixShader(pixel_t input) : SV_Target
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{
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UNITY_SETUP_INSTANCE_ID(input);
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float c = tex2D(_MainTex, input.atlas).a;
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#ifndef UNDERLAY_ON
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clip(c - input.param.x);
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#endif
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float scale = input.param.y;
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float bias = input.param.z;
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float weight = input.param.w;
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float sd = (bias - c) * scale;
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float outline = (_OutlineWidth * _ScaleRatioA) * scale;
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float softness = (_OutlineSoftness * _ScaleRatioA) * scale;
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half4 faceColor = _FaceColor;
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half4 outlineColor = _OutlineColor;
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faceColor.rgb *= input.color.rgb;
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faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y);
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outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y);
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faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
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#if BEVEL_ON
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float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0);
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float3 n = GetSurfaceNormal(input.atlas, weight, dxy);
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float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz;
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bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
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n = normalize(n- bump);
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float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0));
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float3 col = GetSpecular(n, light);
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faceColor.rgb += col*faceColor.a;
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faceColor.rgb *= 1-(dot(n, light)*_Diffuse);
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faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z);
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fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
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faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
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#endif
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#if UNDERLAY_ON
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float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
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faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a);
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#endif
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#if UNDERLAY_INNER
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float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z;
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faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a);
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#endif
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#if GLOW_ON
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float4 glowColor = GetGlowColor(sd, scale);
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faceColor.rgb += glowColor.rgb * glowColor.a;
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#endif
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// Alternative implementation to UnityGet2DClipping with support for softness.
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#if UNITY_UI_CLIP_RECT
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half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw);
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faceColor *= m.x * m.y;
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#endif
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#if UNITY_UI_ALPHACLIP
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clip(faceColor.a - 0.001);
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#endif
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return faceColor * input.color.a;
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}
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ENDCG
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull [_CullMode]
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ZWrite Off
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Lighting Off
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Fog
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{
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Mode Off
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}
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ZTest [unity_GUIZTestMode]
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Blend One OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ BEVEL_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma shader_feature __ GLOW_ON
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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// Used by Unity internally to handle Texture Tiling and Offset.
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pixel_t VertShader(vertex_t input)
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{
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return VertShaderOutlined(input, 1);
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}
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ENDCG
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}
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Pass
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{
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CGPROGRAM
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#pragma target 3.0
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#pragma vertex VertShader
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#pragma fragment PixShader
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#pragma shader_feature __ BEVEL_ON
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#pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
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#pragma shader_feature __ GLOW_ON
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#pragma multi_compile __ UNITY_UI_CLIP_RECT
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#pragma multi_compile __ UNITY_UI_ALPHACLIP
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pixel_t VertShader(vertex_t input)
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{
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return VertShaderOutlined(input, 0);
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}
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ENDCG
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}
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}
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Fallback "TextMeshPro/Mobile/Distance Field"
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CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
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}
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TimelineSongPosLineRef: {fileID: 580861938}
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--- !u!1 &1928361018
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GameObject:
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m_ObjectHideFlags: 0
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|
|
|
@ -7,7 +7,7 @@ namespace RhythmHeavenMania
|
|||
public class Beatmap
|
||||
{
|
||||
public float bpm;
|
||||
public List<Entity> entities;
|
||||
public List<Entity> entities = new List<Entity>();
|
||||
|
||||
[Serializable]
|
||||
public class Entity : ICloneable
|
||||
|
|
|
@ -23,9 +23,6 @@ namespace RhythmHeavenMania
|
|||
// Current song position, in beats
|
||||
public float songPositionInBeats;
|
||||
|
||||
// Time that the song paused
|
||||
private float pauseTime;
|
||||
|
||||
// Current time of the song
|
||||
private float time;
|
||||
|
||||
|
@ -41,8 +38,6 @@ namespace RhythmHeavenMania
|
|||
public bool isPlaying;
|
||||
public bool isPaused;
|
||||
|
||||
public float currentTime;
|
||||
|
||||
// private AudioDspTimeKeeper timeKeeper;
|
||||
|
||||
void Awake()
|
||||
|
@ -57,47 +52,48 @@ namespace RhythmHeavenMania
|
|||
secPerBeat = 60f / songBpm;
|
||||
}
|
||||
|
||||
public void SetBeat(float t)
|
||||
public void SetBeat(float beat)
|
||||
{
|
||||
float secFromBeat = secPerBeat * t;
|
||||
|
||||
currentTime = secFromBeat;
|
||||
pauseTime = 0;
|
||||
float secFromBeat = GetSongPosFromBeat(beat);
|
||||
|
||||
if (secFromBeat < musicSource.clip.length)
|
||||
musicSource.time = secFromBeat;
|
||||
else
|
||||
musicSource.time = 0;
|
||||
|
||||
GameManager.instance.SetCurrentEventToClosest(t);
|
||||
GameManager.instance.SetCurrentEventToClosest(beat);
|
||||
}
|
||||
|
||||
public void Play()
|
||||
public void Play(float beat)
|
||||
{
|
||||
time = currentTime + pauseTime;
|
||||
this.time = GetSongPosFromBeat(beat);
|
||||
|
||||
isPlaying = true;
|
||||
isPaused = false;
|
||||
|
||||
if (SongPosLessThanClipLength(time))
|
||||
{
|
||||
musicSource.time = time;
|
||||
musicSource.PlayScheduled(Time.time);
|
||||
}
|
||||
|
||||
GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
pauseTime = time;
|
||||
currentTime = 0;
|
||||
|
||||
isPlaying = false;
|
||||
isPaused = true;
|
||||
|
||||
musicSource.Pause();
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
public void Stop(float time)
|
||||
{
|
||||
time = 0;
|
||||
this.time = time;
|
||||
isPlaying = false;
|
||||
isPaused = false;
|
||||
|
||||
GameManager.instance.SetCurrentEventToClosest(songPositionInBeats);
|
||||
|
||||
musicSource.Stop();
|
||||
}
|
||||
|
@ -143,5 +139,10 @@ namespace RhythmHeavenMania
|
|||
if (!musicSource.clip) return 0;
|
||||
return musicSource.clip.length / secPerBeat;
|
||||
}
|
||||
|
||||
public bool SongPosLessThanClipLength(float t)
|
||||
{
|
||||
return t < musicSource.clip.length;
|
||||
}
|
||||
}
|
||||
}
|
|
@ -4,7 +4,7 @@ MonoImporter:
|
|||
externalObjects: {}
|
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serializedVersion: 2
|
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defaultReferences: []
|
||||
executionOrder: -20
|
||||
executionOrder: -45
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icon: {instanceID: 0}
|
||||
userData:
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assetBundleName:
|
||||
|
|
|
@ -0,0 +1,14 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace RhythmHeavenMania
|
||||
{
|
||||
public static class Datamodel
|
||||
{
|
||||
public static string Split(this string s, int index)
|
||||
{
|
||||
return s.Split('/')[index];
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,11 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 1284d2fd77d5b9645ae9fdec0153de91
|
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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
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
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assetBundleVariant:
|
|
@ -24,6 +24,8 @@ namespace RhythmHeavenMania
|
|||
|
||||
public delegate void EventCallback();
|
||||
|
||||
public static EventCaller instance { get; private set; }
|
||||
|
||||
public List<MiniGame> minigames = new List<MiniGame>()
|
||||
{
|
||||
};
|
||||
|
@ -49,17 +51,34 @@ namespace RhythmHeavenMania
|
|||
public string actionName;
|
||||
public EventCallback function;
|
||||
public bool playerAction = false;
|
||||
public float[] eventBeats = new float[] { 0 };
|
||||
public float defaultLength;
|
||||
public bool resizable;
|
||||
|
||||
public GameAction(string actionName, EventCallback function, bool playerAction = false)
|
||||
public GameAction(string actionName, EventCallback function, float[] eventBeats = null, float defaultLength = 1, bool playerAction = false, bool resizable = false)
|
||||
{
|
||||
this.actionName = actionName;
|
||||
this.function = function;
|
||||
this.playerAction = playerAction;
|
||||
this.eventBeats = eventBeats;
|
||||
this.defaultLength = defaultLength;
|
||||
this.resizable = resizable;
|
||||
}
|
||||
}
|
||||
|
||||
public MiniGame GetMinigame(string gameName)
|
||||
{
|
||||
return minigames.Find(c => c.name == gameName);
|
||||
}
|
||||
|
||||
public GameAction GetGameAction(MiniGame game, string action)
|
||||
{
|
||||
return game.actions.Find(c => c.actionName == action);
|
||||
}
|
||||
|
||||
public void Init()
|
||||
{
|
||||
instance = this;
|
||||
minigames = new List<MiniGame>()
|
||||
{
|
||||
new MiniGame("gameManager", "", new List<GameAction>()
|
||||
|
@ -69,40 +88,37 @@ namespace RhythmHeavenMania
|
|||
}),
|
||||
new MiniGame("forkLifter", "FFFFFF", new List<GameAction>()
|
||||
{
|
||||
new GameAction("pea", delegate { ForkLifter.instance.Flick(currentBeat, 0); }, true ),
|
||||
new GameAction("topbun", delegate { ForkLifter.instance.Flick(currentBeat, 1); }, true ),
|
||||
new GameAction("burger", delegate { ForkLifter.instance.Flick(currentBeat, 2); }, true ),
|
||||
new GameAction("bottombun", delegate { ForkLifter.instance.Flick(currentBeat, 3); }, true ),
|
||||
new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }),
|
||||
new GameAction("pea", delegate { ForkLifter.instance.Flick(currentBeat, 0); }, new float[] { 0, 2 }, 3, true),
|
||||
new GameAction("topbun", delegate { ForkLifter.instance.Flick(currentBeat, 1); }, new float[] { 0, 2 }, 3, true),
|
||||
new GameAction("burger", delegate { ForkLifter.instance.Flick(currentBeat, 2); }, new float[] { 0, 2 }, 3, true),
|
||||
new GameAction("bottombun", delegate { ForkLifter.instance.Flick(currentBeat, 3); }, new float[] { 0, 2 }, 3, true),
|
||||
new GameAction("prepare", delegate { ForkLifter.instance.ForkLifterHand.Prepare(); }, new float[] { 0 }, 0.5f, true),
|
||||
new GameAction("gulp", delegate { ForkLifterPlayer.instance.Eat(); }),
|
||||
new GameAction("sigh", delegate { Jukebox.PlayOneShot("sigh"); })
|
||||
}),
|
||||
new MiniGame("clappyTrio", "29E7FF", new List<GameAction>()
|
||||
{
|
||||
// Claps
|
||||
new GameAction("clap", delegate { ClappyTrio.instance.Clap(currentBeat, currentLength); }, true ),
|
||||
|
||||
new GameAction("clap", delegate { ClappyTrio.instance.Clap(currentBeat, currentLength); }, new float[] { 0 }, 3, true),
|
||||
new GameAction("bop", delegate { ClappyTrio.instance.Bop(currentBeat); } ),
|
||||
|
||||
new GameAction("prepare", delegate { ClappyTrio.instance.Prepare(0); } ),
|
||||
new GameAction("prepare_alt", delegate { ClappyTrio.instance.Prepare(3); } ),
|
||||
}),
|
||||
new MiniGame("spaceball", "00A518", new List<GameAction>()
|
||||
{
|
||||
new GameAction("shoot", delegate { Spaceball.instance.Shoot(currentBeat, false, currentType); }, true ),
|
||||
new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(currentBeat, true, currentType); }, true ),
|
||||
new GameAction("shoot", delegate { Spaceball.instance.Shoot(currentBeat, false, currentType); }, new float[] { 0, 1 }, 2, true),
|
||||
new GameAction("shootHigh", delegate { Spaceball.instance.Shoot(currentBeat, true, currentType); }, new float[] { 0, 2 }, 3, true),
|
||||
new GameAction("costume", delegate { Spaceball.instance.Costume(currentType); } ),
|
||||
new GameAction("alien", delegate { Spaceball.instance.alien.Show(currentBeat); } ),
|
||||
new GameAction("cameraZoom", delegate { } ),
|
||||
}),
|
||||
new MiniGame("karateman", "70A8D8", new List<GameAction>()
|
||||
{
|
||||
new GameAction("bop", delegate { KarateMan.instance.Bop(currentBeat, currentLength); } ),
|
||||
new GameAction("pot", delegate { KarateMan.instance.Shoot(currentBeat, 0); }, true ),
|
||||
new GameAction("bulb", delegate { KarateMan.instance.Shoot(currentBeat, 1); }, true ),
|
||||
new GameAction("rock", delegate { KarateMan.instance.Shoot(currentBeat, 2); }, true ),
|
||||
new GameAction("ball", delegate { KarateMan.instance.Shoot(currentBeat, 3); }, true ),
|
||||
new GameAction("kick", delegate { KarateMan.instance.Shoot(currentBeat, 4); }, true ),
|
||||
new GameAction("bop", delegate { KarateMan.instance.Bop(currentBeat, currentLength); }, new float[] { 0 }, 0.5f, true, true),
|
||||
new GameAction("pot", delegate { KarateMan.instance.Shoot(currentBeat, 0); }, new float[] { 0, 1 }, 2, true),
|
||||
new GameAction("bulb", delegate { KarateMan.instance.Shoot(currentBeat, 1); }, new float[] { 0, 1 }, 2, true),
|
||||
new GameAction("rock", delegate { KarateMan.instance.Shoot(currentBeat, 2); }, new float[] { 0, 1 }, 2, true),
|
||||
new GameAction("ball", delegate { KarateMan.instance.Shoot(currentBeat, 3); }, new float[] { 0, 1 }, 2, true),
|
||||
new GameAction("kick", delegate { KarateMan.instance.Shoot(currentBeat, 4); }, new float[] { 0, 1, 2 }, 4.5f, true),
|
||||
new GameAction("bgfxon", delegate { KarateMan.instance.BGFXOn(); } ),
|
||||
new GameAction("bgfxoff", delegate { KarateMan.instance.BGFXOff(); }),
|
||||
})
|
||||
|
|
|
@ -15,7 +15,7 @@ namespace RhythmHeavenMania
|
|||
public static GameManager instance;
|
||||
private EventCaller eventCaller;
|
||||
|
||||
public Beatmap Beatmap;
|
||||
public Beatmap Beatmap = new Beatmap();
|
||||
[HideInInspector] public List<Beatmap.Entity> playerEntities = new List<Beatmap.Entity>();
|
||||
|
||||
public int currentEvent, currentPlayerEvent;
|
||||
|
@ -46,8 +46,7 @@ namespace RhythmHeavenMania
|
|||
instance = this;
|
||||
}
|
||||
|
||||
// before Start() since this is very important
|
||||
private void Start()
|
||||
public void Init()
|
||||
{
|
||||
this.transform.localScale = new Vector3(3000, 3000);
|
||||
SpriteRenderer sp = this.gameObject.AddComponent<SpriteRenderer>();
|
||||
|
@ -110,7 +109,7 @@ namespace RhythmHeavenMania
|
|||
|
||||
if (currentEvent < Beatmap.entities.Count && currentEvent >= 0)
|
||||
{
|
||||
if (Conductor.instance.songPositionInBeats >= entities[currentEvent])
|
||||
if (Conductor.instance.songPositionInBeats >= entities[currentEvent] && Conductor.instance.GetSongPosFromBeat(Conductor.instance.songPositionInBeats) < Conductor.instance.musicSource.clip.length)
|
||||
{
|
||||
// allows for multiple events on the same beat to be executed on the same frame, so no more 1-frame delay
|
||||
var entitesAtSameBeat = Beatmap.entities.FindAll(c => c.beat == Beatmap.entities[currentEvent].beat && c.datamodel.Split('/')[0] != "gameManager");
|
||||
|
|
|
@ -4,7 +4,7 @@ MonoImporter:
|
|||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: -10
|
||||
executionOrder: -43
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
|
|
|
@ -26,8 +26,6 @@ namespace RhythmHeavenMania.Editor
|
|||
{
|
||||
instance = this;
|
||||
Initializer = GetComponent<Initializer>();
|
||||
|
||||
MainCanvas.gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
public void Init()
|
||||
|
@ -36,8 +34,7 @@ namespace RhythmHeavenMania.Editor
|
|||
GameManager.instance.CursorCam.targetTexture = ScreenRenderTexture;
|
||||
Screen.texture = ScreenRenderTexture;
|
||||
|
||||
MainCanvas.gameObject.SetActive(true);
|
||||
|
||||
GameManager.instance.Init();
|
||||
Timeline.Init();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -4,7 +4,7 @@ MonoImporter:
|
|||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: -80
|
||||
executionOrder: -40
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
|
|
|
@ -4,6 +4,7 @@ using UnityEngine;
|
|||
using UnityEngine.UI;
|
||||
|
||||
using TMPro;
|
||||
using Starpelly;
|
||||
|
||||
namespace RhythmHeavenMania.Editor
|
||||
{
|
||||
|
@ -24,10 +25,62 @@ namespace RhythmHeavenMania.Editor
|
|||
[SerializeField] private RectTransform TimelineSongPosLineRef;
|
||||
private RectTransform TimelineSongPosLine;
|
||||
|
||||
public RectTransform TestEVENTGO;
|
||||
|
||||
#region Initializers
|
||||
|
||||
public void Init()
|
||||
{
|
||||
for (int i = 0; i < GameManager.instance.Beatmap.entities.Count; i++)
|
||||
{
|
||||
var entity = GameManager.instance.Beatmap.entities[i];
|
||||
|
||||
GameObject g = Instantiate(TestEVENTGO.gameObject, TestEVENTGO.parent);
|
||||
var e = GameManager.instance.Beatmap.entities[i];
|
||||
g.transform.localPosition = new Vector3(e.beat, Mathp.Round2Nearest(Random.Range(0, -205.36f), 51.34f));
|
||||
g.transform.GetChild(1).GetComponent<TMP_Text>().text = e.datamodel.Split('/')[1];
|
||||
|
||||
EventCaller.GameAction gameAction = EventCaller.instance.GetGameAction(EventCaller.instance.GetMinigame(e.datamodel.Split(0)), e.datamodel.Split(1));
|
||||
GameObject blocksHolder = g.transform.GetChild(0).gameObject;
|
||||
|
||||
if (gameAction != null)
|
||||
{
|
||||
blocksHolder.GetComponent<RectTransform>().sizeDelta = new Vector2(gameAction.defaultLength, blocksHolder.GetComponent<RectTransform>().sizeDelta.y);
|
||||
if (gameAction.eventBeats != null)
|
||||
{
|
||||
if (gameAction.eventBeats.Length > 0)
|
||||
{
|
||||
for (int k = 0; k < gameAction.eventBeats.Length; k++)
|
||||
{
|
||||
var ind = gameAction.eventBeats[k];
|
||||
if (gameAction.defaultLength > 0)
|
||||
{
|
||||
float length;
|
||||
|
||||
if (k + 1 >= gameAction.eventBeats.Length)
|
||||
length = gameAction.defaultLength - ind;
|
||||
else
|
||||
length = gameAction.eventBeats[k + 1];
|
||||
|
||||
if (gameAction.resizable)
|
||||
{
|
||||
length = entity.length;
|
||||
}
|
||||
|
||||
GameObject block = Instantiate(blocksHolder.transform.GetChild(0).gameObject, blocksHolder.transform);
|
||||
block.GetComponent<RectTransform>().sizeDelta = new Vector2(length, block.GetComponent<RectTransform>().sizeDelta.y);
|
||||
block.transform.localPosition = new Vector3(ind, block.transform.localPosition.y);
|
||||
block.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// g.GetComponent<RectTransform>().sizeDelta = new Vector2(gameAction.defaultLength, g.GetComponent<RectTransform>().sizeDelta.y);
|
||||
}
|
||||
|
||||
g.SetActive(true);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
@ -51,21 +104,21 @@ namespace RhythmHeavenMania.Editor
|
|||
{
|
||||
if (Input.GetKey(KeyCode.LeftShift))
|
||||
{
|
||||
PlayCheck(true);
|
||||
PlayCheck(false);
|
||||
}
|
||||
else
|
||||
{
|
||||
PlayCheck(false);
|
||||
PlayCheck(true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
lastBeatPos = Conductor.instance.songPositionInBeats;
|
||||
|
||||
if (Input.GetMouseButtonDown(1) && !Conductor.instance.isPlaying)
|
||||
if (Input.GetMouseButton(1) && !Conductor.instance.isPlaying)
|
||||
{
|
||||
RectTransformUtility.ScreenPointToLocalPointInRectangle(TimelineContent, Input.mousePosition, Editor.instance.EditorCamera, out lastMousePos);
|
||||
TimelineSlider.localPosition = new Vector3(lastMousePos.x, TimelineSlider.transform.localPosition.y);
|
||||
TimelineSlider.localPosition = new Vector3(Mathp.Round2Nearest(lastMousePos.x + 0.12f, 0.25f), TimelineSlider.transform.localPosition.y);
|
||||
|
||||
Conductor.instance.SetBeat(TimelineSlider.transform.localPosition.x);
|
||||
}
|
||||
|
@ -87,16 +140,21 @@ namespace RhythmHeavenMania.Editor
|
|||
{
|
||||
if (fromStart)
|
||||
{
|
||||
if (Conductor.instance.isPlaying)
|
||||
Play(true);
|
||||
if (!Conductor.instance.isPlaying)
|
||||
{
|
||||
Play(false, TimelineSlider.transform.localPosition.x);
|
||||
}
|
||||
else
|
||||
Stop();
|
||||
{
|
||||
Stop(TimelineSlider.transform.localPosition.x);
|
||||
}
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!Conductor.instance.isPlaying)
|
||||
{
|
||||
Play(false);
|
||||
Play(false, TimelineSongPosLine.transform.localPosition.x);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -105,9 +163,9 @@ namespace RhythmHeavenMania.Editor
|
|||
}
|
||||
}
|
||||
|
||||
public void Play(bool fromStart)
|
||||
public void Play(bool fromStart, float time)
|
||||
{
|
||||
if (fromStart) Stop();
|
||||
// if (fromStart) Stop();
|
||||
|
||||
if (!Conductor.instance.isPaused)
|
||||
{
|
||||
|
@ -115,7 +173,7 @@ namespace RhythmHeavenMania.Editor
|
|||
TimelineSongPosLine.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
Conductor.instance.Play();
|
||||
Conductor.instance.Play(time);
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
|
@ -124,7 +182,7 @@ namespace RhythmHeavenMania.Editor
|
|||
Conductor.instance.Pause();
|
||||
}
|
||||
|
||||
public void Stop()
|
||||
public void Stop(float time)
|
||||
{
|
||||
// isPaused = true;
|
||||
// timelineSlider.value = 0;
|
||||
|
@ -132,7 +190,7 @@ namespace RhythmHeavenMania.Editor
|
|||
if (TimelineSongPosLine != null)
|
||||
Destroy(TimelineSongPosLine.gameObject);
|
||||
|
||||
Conductor.instance.Stop();
|
||||
Conductor.instance.Stop(time);
|
||||
}
|
||||
#endregion
|
||||
|
||||
|
|
|
@ -0,0 +1,15 @@
|
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &1
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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: 0}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: a287be6c49135cd4f9b2b8666c39d999, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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assetDefaultFramerate: 60
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Loading…
Reference in New Issue