Boppin score UI
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@ -22,7 +22,7 @@ public class BeatSpawner : ShootInputBase
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{
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_shoot = beat % spawnOnBeat == 0;
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if (_shoot)
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transform.position = new Vector3(Random.Range(xMin, xMax), transform.position.y, transform.position.z);
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transform.position = new Vector3(Mathf.Lerp(xMin, xMax, Mathf.Sin(beat)), transform.position.y, transform.position.z);
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}
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public override bool IsShooting()
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@ -10,6 +10,9 @@ public class DisableOnDeath : MonoBehaviour
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private Color _color1;
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private Color _color2;
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private static readonly int Color1 = Shader.PropertyToID(COLOR_1);
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private static readonly int Color2 = Shader.PropertyToID(COLOR_2);
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private static readonly int Alpha = Shader.PropertyToID("_Alpha");
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private const string COLOR_1 = "_Color1";
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private const string COLOR_2 = "_Color2";
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@ -19,16 +22,16 @@ public class DisableOnDeath : MonoBehaviour
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_health = GetComponent<EntityHealth>();
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_renderer = GetComponentInChildren<Renderer>();
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_color1 = _renderer.material.GetColor(COLOR_1);
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_color2 = _renderer.material.GetColor(COLOR_2);
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_color1 = _renderer.material.GetColor(Color1);
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_color2 = _renderer.material.GetColor(Color2);
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}
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private void OnEnable()
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{
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_health.Die += Die;
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_renderer.material.SetColor(COLOR_1, _color1);
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_renderer.material.SetColor(COLOR_2, _color2);
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_renderer.material.SetColor(Color1, _color1);
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_renderer.material.SetColor(Color2, _color2);
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}
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private void OnDisable()
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@ -49,19 +52,16 @@ public class DisableOnDeath : MonoBehaviour
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var c1 = Color.Lerp(_color1, Color.white, t);
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var c2 = Color.Lerp(_color2, Color.white, t);
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_renderer.material.SetColor(COLOR_1, c1);
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_renderer.material.SetColor(COLOR_2, c2);
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_renderer.material.SetFloat("_Alpha", 1.0f-t);
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_renderer.material.SetColor(Color1, c1);
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_renderer.material.SetColor(Color2, c2);
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_renderer.material.SetFloat(Alpha, 1.0f-t);
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},
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1.0f,
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0.1f);
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0.05f);
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// _renderer.material.DOColor(Color.white, COLOR_1, 0.1f);
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// _renderer.material.DOColor(Color.white, COLOR_2, 0.1f);
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// _renderer.material.DOFade(0, 0.1f).SetDelay(0.2f);
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transform.DOScale(Vector3.one * 1.5f, 0.3f).SetEase(Ease.OutQuint).OnComplete(() =>
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transform.DOScale(Vector3.one * 1.5f, 0.15f).SetEase(Ease.OutQuint).OnComplete(() =>
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{
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gameObject.name = oldName;
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gameObject.SetActive(false);
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@ -0,0 +1,29 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using Ktyl.Util;
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using TMPro;
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using UnityEngine;
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public class ScaleWithTime : MonoBehaviour
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{
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[SerializeField] private SerialFloat timeSince;
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[SerializeField] private float scale = 1.5f;
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[SerializeField] private float ySquish = -0.15f;
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[SerializeField] private float characterSpacing = 10f;
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private TextMeshProUGUI _text;
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private void Awake()
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{
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_text = GetComponent<TextMeshProUGUI>();
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}
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// Update is called once per frame
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void Update()
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{
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_text.characterSpacing = timeSince * timeSince * characterSpacing;
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transform.localScale = new Vector3(1 + timeSince*timeSince * scale, 1 + timeSince*timeSince * ySquish, 1);
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}
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}
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@ -0,0 +1,11 @@
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@ -0,0 +1,175 @@
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using UnityEngine;
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using System.Collections;
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namespace TMPro.Examples
|
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{
|
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public class VertexJitter : MonoBehaviour
|
||||
{
|
||||
|
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public float AngleMultiplier = 1.0f;
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public float SpeedMultiplier = 1.0f;
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public float CurveScale = 1.0f;
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private TMP_Text m_TextComponent;
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private bool hasTextChanged;
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/// <summary>
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/// Structure to hold pre-computed animation data.
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/// </summary>
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private struct VertexAnim
|
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{
|
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public float angleRange;
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public float angle;
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public float speed;
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}
|
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void Awake()
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{
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m_TextComponent = GetComponent<TMP_Text>();
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}
|
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void OnEnable()
|
||||
{
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||||
// Subscribe to event fired when text object has been regenerated.
|
||||
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
|
||||
}
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(AnimateVertexColors());
|
||||
}
|
||||
|
||||
|
||||
void ON_TEXT_CHANGED(Object obj)
|
||||
{
|
||||
if (obj == m_TextComponent)
|
||||
hasTextChanged = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to animate vertex colors of a TMP Text object.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator AnimateVertexColors()
|
||||
{
|
||||
|
||||
// We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
|
||||
// Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
|
||||
m_TextComponent.ForceMeshUpdate();
|
||||
|
||||
TMP_TextInfo textInfo = m_TextComponent.textInfo;
|
||||
|
||||
Matrix4x4 matrix;
|
||||
|
||||
int loopCount = 0;
|
||||
hasTextChanged = true;
|
||||
|
||||
// Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters.
|
||||
VertexAnim[] vertexAnim = new VertexAnim[1024];
|
||||
for (int i = 0; i < 1024; i++)
|
||||
{
|
||||
vertexAnim[i].angleRange = Random.Range(10f, 25f);
|
||||
vertexAnim[i].speed = Random.Range(1f, 3f);
|
||||
}
|
||||
|
||||
// Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters.
|
||||
TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
|
||||
|
||||
while (true)
|
||||
{
|
||||
// Get new copy of vertex data if the text has changed.
|
||||
if (hasTextChanged)
|
||||
{
|
||||
// Update the copy of the vertex data for the text object.
|
||||
cachedMeshInfo = textInfo.CopyMeshInfoVertexData();
|
||||
|
||||
hasTextChanged = false;
|
||||
}
|
||||
|
||||
int characterCount = textInfo.characterCount;
|
||||
|
||||
// If No Characters then just yield and wait for some text to be added
|
||||
if (characterCount == 0)
|
||||
{
|
||||
yield return new WaitForSeconds(0.25f);
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
for (int i = 0; i < characterCount; i++)
|
||||
{
|
||||
TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
|
||||
|
||||
// Skip characters that are not visible and thus have no geometry to manipulate.
|
||||
if (!charInfo.isVisible)
|
||||
continue;
|
||||
|
||||
// Retrieve the pre-computed animation data for the given character.
|
||||
VertexAnim vertAnim = vertexAnim[i];
|
||||
|
||||
// Get the index of the material used by the current character.
|
||||
int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
|
||||
|
||||
// Get the index of the first vertex used by this text element.
|
||||
int vertexIndex = textInfo.characterInfo[i].vertexIndex;
|
||||
|
||||
// Get the cached vertices of the mesh used by this text element (character or sprite).
|
||||
Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices;
|
||||
|
||||
// Determine the center point of each character at the baseline.
|
||||
//Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
|
||||
// Determine the center point of each character.
|
||||
Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
|
||||
|
||||
// Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
|
||||
// This is needed so the matrix TRS is applied at the origin for each character.
|
||||
Vector3 offset = charMidBasline;
|
||||
|
||||
Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
|
||||
|
||||
destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
|
||||
destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
|
||||
destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
|
||||
destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
|
||||
|
||||
vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f));
|
||||
Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
|
||||
|
||||
matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one);
|
||||
|
||||
destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
|
||||
destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
|
||||
destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
|
||||
destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
|
||||
|
||||
destinationVertices[vertexIndex + 0] += offset;
|
||||
destinationVertices[vertexIndex + 1] += offset;
|
||||
destinationVertices[vertexIndex + 2] += offset;
|
||||
destinationVertices[vertexIndex + 3] += offset;
|
||||
|
||||
vertexAnim[i] = vertAnim;
|
||||
}
|
||||
|
||||
// Push changes into meshes
|
||||
for (int i = 0; i < textInfo.meshInfo.Length; i++)
|
||||
{
|
||||
textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
|
||||
m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
|
||||
}
|
||||
|
||||
loopCount += 1;
|
||||
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 2ed57967c52645d390a89dcf8f61ba73
|
||||
timeCreated: 1461286718
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,161 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
|
||||
namespace TMPro.Examples
|
||||
{
|
||||
|
||||
public class VertexShakeA : MonoBehaviour
|
||||
{
|
||||
|
||||
public float AngleMultiplier = 1.0f;
|
||||
public float SpeedMultiplier = 1.0f;
|
||||
public float ScaleMultiplier = 1.0f;
|
||||
public float RotationMultiplier = 1.0f;
|
||||
|
||||
private TMP_Text m_TextComponent;
|
||||
private bool hasTextChanged;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
m_TextComponent = GetComponent<TMP_Text>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
// Subscribe to event fired when text object has been regenerated.
|
||||
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
|
||||
}
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(AnimateVertexColors());
|
||||
}
|
||||
|
||||
|
||||
void ON_TEXT_CHANGED(Object obj)
|
||||
{
|
||||
if (obj = m_TextComponent)
|
||||
hasTextChanged = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to animate vertex colors of a TMP Text object.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator AnimateVertexColors()
|
||||
{
|
||||
|
||||
// We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
|
||||
// Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
|
||||
m_TextComponent.ForceMeshUpdate();
|
||||
|
||||
TMP_TextInfo textInfo = m_TextComponent.textInfo;
|
||||
|
||||
Matrix4x4 matrix;
|
||||
Vector3[][] copyOfVertices = new Vector3[0][];
|
||||
|
||||
hasTextChanged = true;
|
||||
|
||||
while (true)
|
||||
{
|
||||
// Allocate new vertices
|
||||
if (hasTextChanged)
|
||||
{
|
||||
if (copyOfVertices.Length < textInfo.meshInfo.Length)
|
||||
copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
|
||||
|
||||
for (int i = 0; i < textInfo.meshInfo.Length; i++)
|
||||
{
|
||||
int length = textInfo.meshInfo[i].vertices.Length;
|
||||
copyOfVertices[i] = new Vector3[length];
|
||||
}
|
||||
|
||||
hasTextChanged = false;
|
||||
}
|
||||
|
||||
int characterCount = textInfo.characterCount;
|
||||
|
||||
// If No Characters then just yield and wait for some text to be added
|
||||
if (characterCount == 0)
|
||||
{
|
||||
yield return new WaitForSeconds(0.25f);
|
||||
continue;
|
||||
}
|
||||
|
||||
int lineCount = textInfo.lineCount;
|
||||
|
||||
// Iterate through each line of the text.
|
||||
for (int i = 0; i < lineCount; i++)
|
||||
{
|
||||
|
||||
int first = textInfo.lineInfo[i].firstCharacterIndex;
|
||||
int last = textInfo.lineInfo[i].lastCharacterIndex;
|
||||
|
||||
// Determine the center of each line
|
||||
Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
|
||||
Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f) * RotationMultiplier);
|
||||
|
||||
// Iterate through each character of the line.
|
||||
for (int j = first; j <= last; j++)
|
||||
{
|
||||
// Skip characters that are not visible and thus have no geometry to manipulate.
|
||||
if (!textInfo.characterInfo[j].isVisible)
|
||||
continue;
|
||||
|
||||
// Get the index of the material used by the current character.
|
||||
int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;
|
||||
|
||||
// Get the index of the first vertex used by this text element.
|
||||
int vertexIndex = textInfo.characterInfo[j].vertexIndex;
|
||||
|
||||
// Get the vertices of the mesh used by this text element (character or sprite).
|
||||
Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;
|
||||
|
||||
// Need to translate all 4 vertices of each quad to aligned with center of character.
|
||||
// This is needed so the matrix TRS is applied at the origin for each character.
|
||||
copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - centerOfLine;
|
||||
|
||||
// Determine the random scale change for each character.
|
||||
float randomScale = Random.Range(0.995f - 0.001f * ScaleMultiplier, 1.005f + 0.001f * ScaleMultiplier);
|
||||
|
||||
// Setup the matrix rotation.
|
||||
matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one * randomScale);
|
||||
|
||||
// Apply the matrix TRS to the individual characters relative to the center of the current line.
|
||||
copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
|
||||
copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
|
||||
copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
|
||||
copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
|
||||
|
||||
// Revert the translation change.
|
||||
copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
|
||||
}
|
||||
}
|
||||
|
||||
// Push changes into meshes
|
||||
for (int i = 0; i < textInfo.meshInfo.Length; i++)
|
||||
{
|
||||
textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
|
||||
m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: f7cfa58e417a46ea8889989684c2522e
|
||||
timeCreated: 1462089320
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,185 @@
|
|||
using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
|
||||
namespace TMPro.Examples
|
||||
{
|
||||
|
||||
public class VertexShakeB : MonoBehaviour
|
||||
{
|
||||
|
||||
public float AngleMultiplier = 1.0f;
|
||||
public float SpeedMultiplier = 1.0f;
|
||||
public float CurveScale = 1.0f;
|
||||
|
||||
private TMP_Text m_TextComponent;
|
||||
private bool hasTextChanged;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
m_TextComponent = GetComponent<TMP_Text>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
// Subscribe to event fired when text object has been regenerated.
|
||||
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
|
||||
}
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(AnimateVertexColors());
|
||||
}
|
||||
|
||||
|
||||
void ON_TEXT_CHANGED(Object obj)
|
||||
{
|
||||
if (obj = m_TextComponent)
|
||||
hasTextChanged = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to animate vertex colors of a TMP Text object.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator AnimateVertexColors()
|
||||
{
|
||||
|
||||
// We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
|
||||
// Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
|
||||
m_TextComponent.ForceMeshUpdate();
|
||||
|
||||
TMP_TextInfo textInfo = m_TextComponent.textInfo;
|
||||
|
||||
Matrix4x4 matrix;
|
||||
Vector3[][] copyOfVertices = new Vector3[0][];
|
||||
|
||||
hasTextChanged = true;
|
||||
|
||||
while (true)
|
||||
{
|
||||
// Allocate new vertices
|
||||
if (hasTextChanged)
|
||||
{
|
||||
if (copyOfVertices.Length < textInfo.meshInfo.Length)
|
||||
copyOfVertices = new Vector3[textInfo.meshInfo.Length][];
|
||||
|
||||
for (int i = 0; i < textInfo.meshInfo.Length; i++)
|
||||
{
|
||||
int length = textInfo.meshInfo[i].vertices.Length;
|
||||
copyOfVertices[i] = new Vector3[length];
|
||||
}
|
||||
|
||||
hasTextChanged = false;
|
||||
}
|
||||
|
||||
int characterCount = textInfo.characterCount;
|
||||
|
||||
// If No Characters then just yield and wait for some text to be added
|
||||
if (characterCount == 0)
|
||||
{
|
||||
yield return new WaitForSeconds(0.25f);
|
||||
continue;
|
||||
}
|
||||
|
||||
int lineCount = textInfo.lineCount;
|
||||
|
||||
// Iterate through each line of the text.
|
||||
for (int i = 0; i < lineCount; i++)
|
||||
{
|
||||
|
||||
int first = textInfo.lineInfo[i].firstCharacterIndex;
|
||||
int last = textInfo.lineInfo[i].lastCharacterIndex;
|
||||
|
||||
// Determine the center of each line
|
||||
Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2;
|
||||
Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f));
|
||||
|
||||
// Iterate through each character of the line.
|
||||
for (int j = first; j <= last; j++)
|
||||
{
|
||||
// Skip characters that are not visible and thus have no geometry to manipulate.
|
||||
if (!textInfo.characterInfo[j].isVisible)
|
||||
continue;
|
||||
|
||||
// Get the index of the material used by the current character.
|
||||
int materialIndex = textInfo.characterInfo[j].materialReferenceIndex;
|
||||
|
||||
// Get the index of the first vertex used by this text element.
|
||||
int vertexIndex = textInfo.characterInfo[j].vertexIndex;
|
||||
|
||||
// Get the vertices of the mesh used by this text element (character or sprite).
|
||||
Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices;
|
||||
|
||||
// Determine the center point of each character at the baseline.
|
||||
Vector3 charCenter = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
|
||||
|
||||
// Need to translate all 4 vertices of each quad to aligned with center of character.
|
||||
// This is needed so the matrix TRS is applied at the origin for each character.
|
||||
copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - charCenter;
|
||||
copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - charCenter;
|
||||
copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - charCenter;
|
||||
copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - charCenter;
|
||||
|
||||
// Determine the random scale change for each character.
|
||||
float randomScale = Random.Range(0.95f, 1.05f);
|
||||
|
||||
// Setup the matrix for the scale change.
|
||||
matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * randomScale);
|
||||
|
||||
// Apply the scale change relative to the center of each character.
|
||||
copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
|
||||
copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
|
||||
copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
|
||||
copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
|
||||
|
||||
// Revert the translation change.
|
||||
copyOfVertices[materialIndex][vertexIndex + 0] += charCenter;
|
||||
copyOfVertices[materialIndex][vertexIndex + 1] += charCenter;
|
||||
copyOfVertices[materialIndex][vertexIndex + 2] += charCenter;
|
||||
copyOfVertices[materialIndex][vertexIndex + 3] += charCenter;
|
||||
|
||||
// Need to translate all 4 vertices of each quad to aligned with the center of the line.
|
||||
// This is needed so the matrix TRS is applied from the center of the line.
|
||||
copyOfVertices[materialIndex][vertexIndex + 0] -= centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 1] -= centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 2] -= centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 3] -= centerOfLine;
|
||||
|
||||
// Setup the matrix rotation.
|
||||
matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one);
|
||||
|
||||
// Apply the matrix TRS to the individual characters relative to the center of the current line.
|
||||
copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]);
|
||||
copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]);
|
||||
copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]);
|
||||
copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]);
|
||||
|
||||
// Revert the translation change.
|
||||
copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine;
|
||||
copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine;
|
||||
}
|
||||
}
|
||||
|
||||
// Push changes into meshes
|
||||
for (int i = 0; i < textInfo.meshInfo.Length; i++)
|
||||
{
|
||||
textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i];
|
||||
m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: e4e0d9ccee5f4950be8979268c9014e0
|
||||
timeCreated: 1462093319
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -0,0 +1,192 @@
|
|||
using UnityEngine;
|
||||
using System.Linq;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
|
||||
|
||||
namespace TMPro.Examples
|
||||
{
|
||||
|
||||
public class VertexZoom : MonoBehaviour
|
||||
{
|
||||
public float AngleMultiplier = 1.0f;
|
||||
public float SpeedMultiplier = 1.0f;
|
||||
public float CurveScale = 1.0f;
|
||||
|
||||
private TMP_Text m_TextComponent;
|
||||
private bool hasTextChanged;
|
||||
|
||||
|
||||
void Awake()
|
||||
{
|
||||
m_TextComponent = GetComponent<TMP_Text>();
|
||||
}
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
// Subscribe to event fired when text object has been regenerated.
|
||||
TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED);
|
||||
}
|
||||
|
||||
void OnDisable()
|
||||
{
|
||||
// UnSubscribe to event fired when text object has been regenerated.
|
||||
TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED);
|
||||
}
|
||||
|
||||
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(AnimateVertexColors());
|
||||
}
|
||||
|
||||
|
||||
void ON_TEXT_CHANGED(Object obj)
|
||||
{
|
||||
if (obj == m_TextComponent)
|
||||
hasTextChanged = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Method to animate vertex colors of a TMP Text object.
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
IEnumerator AnimateVertexColors()
|
||||
{
|
||||
|
||||
// We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame.
|
||||
// Alternatively, we could yield and wait until the end of the frame when the text object will be generated.
|
||||
m_TextComponent.ForceMeshUpdate();
|
||||
|
||||
TMP_TextInfo textInfo = m_TextComponent.textInfo;
|
||||
|
||||
Matrix4x4 matrix;
|
||||
TMP_MeshInfo[] cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
|
||||
|
||||
// Allocations for sorting of the modified scales
|
||||
List<float> modifiedCharScale = new List<float>();
|
||||
List<int> scaleSortingOrder = new List<int>();
|
||||
|
||||
hasTextChanged = true;
|
||||
|
||||
while (true)
|
||||
{
|
||||
// Allocate new vertices
|
||||
if (hasTextChanged)
|
||||
{
|
||||
// Get updated vertex data
|
||||
cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData();
|
||||
|
||||
hasTextChanged = false;
|
||||
}
|
||||
|
||||
int characterCount = textInfo.characterCount;
|
||||
|
||||
// If No Characters then just yield and wait for some text to be added
|
||||
if (characterCount == 0)
|
||||
{
|
||||
yield return new WaitForSeconds(0.25f);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Clear list of character scales
|
||||
modifiedCharScale.Clear();
|
||||
scaleSortingOrder.Clear();
|
||||
|
||||
for (int i = 0; i < characterCount; i++)
|
||||
{
|
||||
TMP_CharacterInfo charInfo = textInfo.characterInfo[i];
|
||||
|
||||
// Skip characters that are not visible and thus have no geometry to manipulate.
|
||||
if (!charInfo.isVisible)
|
||||
continue;
|
||||
|
||||
// Get the index of the material used by the current character.
|
||||
int materialIndex = textInfo.characterInfo[i].materialReferenceIndex;
|
||||
|
||||
// Get the index of the first vertex used by this text element.
|
||||
int vertexIndex = textInfo.characterInfo[i].vertexIndex;
|
||||
|
||||
// Get the cached vertices of the mesh used by this text element (character or sprite).
|
||||
Vector3[] sourceVertices = cachedMeshInfoVertexData[materialIndex].vertices;
|
||||
|
||||
// Determine the center point of each character at the baseline.
|
||||
//Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine);
|
||||
// Determine the center point of each character.
|
||||
Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2;
|
||||
|
||||
// Need to translate all 4 vertices of each quad to aligned with middle of character / baseline.
|
||||
// This is needed so the matrix TRS is applied at the origin for each character.
|
||||
Vector3 offset = charMidBasline;
|
||||
|
||||
Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices;
|
||||
|
||||
destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset;
|
||||
destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset;
|
||||
destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset;
|
||||
destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset;
|
||||
|
||||
//Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0);
|
||||
|
||||
// Determine the random scale change for each character.
|
||||
float randomScale = Random.Range(1f, 1.5f);
|
||||
|
||||
// Add modified scale and index
|
||||
modifiedCharScale.Add(randomScale);
|
||||
scaleSortingOrder.Add(modifiedCharScale.Count - 1);
|
||||
|
||||
// Setup the matrix for the scale change.
|
||||
//matrix = Matrix4x4.TRS(jitterOffset, Quaternion.Euler(0, 0, Random.Range(-5f, 5f)), Vector3.one * randomScale);
|
||||
matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, Vector3.one * randomScale);
|
||||
|
||||
destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]);
|
||||
destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]);
|
||||
destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]);
|
||||
destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]);
|
||||
|
||||
destinationVertices[vertexIndex + 0] += offset;
|
||||
destinationVertices[vertexIndex + 1] += offset;
|
||||
destinationVertices[vertexIndex + 2] += offset;
|
||||
destinationVertices[vertexIndex + 3] += offset;
|
||||
|
||||
// Restore Source UVS which have been modified by the sorting
|
||||
Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0;
|
||||
Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0;
|
||||
|
||||
destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0];
|
||||
destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1];
|
||||
destinationUVs0[vertexIndex + 2] = sourceUVs0[vertexIndex + 2];
|
||||
destinationUVs0[vertexIndex + 3] = sourceUVs0[vertexIndex + 3];
|
||||
|
||||
// Restore Source Vertex Colors
|
||||
Color32[] sourceColors32 = cachedMeshInfoVertexData[materialIndex].colors32;
|
||||
Color32[] destinationColors32 = textInfo.meshInfo[materialIndex].colors32;
|
||||
|
||||
destinationColors32[vertexIndex + 0] = sourceColors32[vertexIndex + 0];
|
||||
destinationColors32[vertexIndex + 1] = sourceColors32[vertexIndex + 1];
|
||||
destinationColors32[vertexIndex + 2] = sourceColors32[vertexIndex + 2];
|
||||
destinationColors32[vertexIndex + 3] = sourceColors32[vertexIndex + 3];
|
||||
}
|
||||
|
||||
// Push changes into meshes
|
||||
for (int i = 0; i < textInfo.meshInfo.Length; i++)
|
||||
{
|
||||
//// Sort Quads based modified scale
|
||||
scaleSortingOrder.Sort((a, b) => modifiedCharScale[a].CompareTo(modifiedCharScale[b]));
|
||||
|
||||
textInfo.meshInfo[i].SortGeometry(scaleSortingOrder);
|
||||
|
||||
// Updated modified vertex attributes
|
||||
textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices;
|
||||
textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0;
|
||||
textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32;
|
||||
|
||||
m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i);
|
||||
}
|
||||
|
||||
yield return new WaitForSeconds(0.1f);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,12 @@
|
|||
fileFormatVersion: 2
|
||||
guid: 52ec835d14bd486f900952b77698b7eb
|
||||
timeCreated: 1466280202
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
|
@ -107,7 +107,8 @@ SubShader {
|
|||
Lighting Off
|
||||
Fog { Mode Off }
|
||||
ZTest Always
|
||||
Blend One OneMinusSrcAlpha
|
||||
Blend OneMinusDstColor OneMinusSrcAlpha
|
||||
|
||||
ColorMask [_ColorMask]
|
||||
|
||||
Pass {
|
||||
|
|
|
@ -65,7 +65,7 @@ MonoBehaviour:
|
|||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
||||
m_ConstantMin: 20
|
||||
m_ConstantMax: 30
|
||||
m_ConstantMax: 60
|
||||
bulletLifetime:
|
||||
m_Mode: 0
|
||||
m_CurveMultiplier: 0
|
||||
|
|
Loading…
Reference in New Issue