Merge branch 'main' into fix-materials
This commit is contained in:
commit
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--- !u!1 &1395215960
|
--- !u!1 &1395215960
|
||||||
GameObject:
|
GameObject:
|
||||||
m_ObjectHideFlags: 0
|
m_ObjectHideFlags: 0
|
||||||
|
@ -947,7 +1330,7 @@ MonoBehaviour:
|
||||||
m_Script: {fileID: 11500000, guid: 9463c7c973b354f1c882567f52337aed, type: 3}
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m_Script: {fileID: 11500000, guid: 9463c7c973b354f1c882567f52337aed, type: 3}
|
||||||
m_Name:
|
m_Name:
|
||||||
m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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numObjects: 3000
|
numObjects: 500
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prefab: {fileID: 1738226812227614580, guid: e084e082567284f79a41423c4fe1adab, type: 3}
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prefab: {fileID: 1738226812227614580, guid: e084e082567284f79a41423c4fe1adab, type: 3}
|
||||||
numToSpawnPerFrame: 10
|
numToSpawnPerFrame: 10
|
||||||
--- !u!1 &1581716069
|
--- !u!1 &1581716069
|
||||||
|
@ -1157,10 +1540,42 @@ PrefabInstance:
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objectReference: {fileID: 0}
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propertyPath: _onBeat.m_PersistentCalls.m_Calls.Array.data[0].m_Target
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propertyPath: _onBeat.m_PersistentCalls.m_Calls.Array.data[1].m_TargetAssemblyTypeName
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value: BeatSpawner, Assembly-CSharp
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|
objectReference: {fileID: 0}
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propertyPath: _onBeat.m_PersistentCalls.m_Calls.Array.data[1].m_Arguments.m_ObjectArgumentAssemblyTypeName
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value: UnityEngine.Object, UnityEngine
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|
objectReference: {fileID: 0}
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- target: {fileID: 2145967175348613561, guid: 88246464365fd0745b75edfcff208598, type: 3}
|
||||||
propertyPath: m_Name
|
propertyPath: m_Name
|
||||||
value: Audio
|
value: Audio
|
||||||
|
|
|
@ -0,0 +1,31 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using UnityEngine;
|
||||||
|
using Weapons.Scripts;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
|
public class AddScoreOnDie : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private ulong value = 100;
|
||||||
|
private EntityHealth _health;
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_health = GetComponent<EntityHealth>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
_health.Die += Die;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
_health.Die -= Die;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Die()
|
||||||
|
{
|
||||||
|
Score.Value += value + (ulong)Random.Range(-5, 5);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
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|
guid: 1c18e41c4d38f4467bda24e543fec25f
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -1,17 +1,17 @@
|
||||||
using System;
|
using System;
|
||||||
using UnityEngine;
|
using UnityEngine;
|
||||||
using UnityEngine.Scripting;
|
using UnityEngine.Scripting;
|
||||||
|
using Random = UnityEngine.Random;
|
||||||
|
|
||||||
public class BeatSpawner : ShootInputBase
|
public class BeatSpawner : ShootInputBase
|
||||||
{
|
{
|
||||||
[SerializeField] private int pauseOnBeat;
|
[SerializeField] private int spawnOnBeat = 2;
|
||||||
[SerializeField] private int pauseLengthInBeats;
|
[SerializeField] private float xMin = -10;
|
||||||
[SerializeField] private int beatOffset;
|
[SerializeField] private float xMax = 10;
|
||||||
|
|
||||||
private AudioBeatManager _audio;
|
private AudioBeatManager _audio;
|
||||||
|
|
||||||
private bool _shoot;
|
private bool _shoot;
|
||||||
private bool _isPaused = false;
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
|
@ -20,13 +20,9 @@ public class BeatSpawner : ShootInputBase
|
||||||
|
|
||||||
public void OnBeat(int beat)
|
public void OnBeat(int beat)
|
||||||
{
|
{
|
||||||
if ((beat + beatOffset) % pauseOnBeat == 0)
|
_shoot = beat % spawnOnBeat == 0;
|
||||||
_isPaused = true;
|
if (_shoot)
|
||||||
|
transform.position = new Vector3(Mathf.Lerp(xMin, xMax, Mathf.Sin(beat)), transform.position.y, transform.position.z);
|
||||||
if ((beat + beatOffset + pauseLengthInBeats) % pauseOnBeat == 0)
|
|
||||||
_isPaused = false;
|
|
||||||
|
|
||||||
_shoot = !_isPaused;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public override bool IsShooting()
|
public override bool IsShooting()
|
||||||
|
|
|
@ -7,9 +7,13 @@ public class DisableOnDeath : MonoBehaviour
|
||||||
{
|
{
|
||||||
private EntityHealth _health;
|
private EntityHealth _health;
|
||||||
private Renderer _renderer;
|
private Renderer _renderer;
|
||||||
|
private Collider _collider;
|
||||||
|
|
||||||
private Color _color1;
|
private Color _color1;
|
||||||
private Color _color2;
|
private Color _color2;
|
||||||
|
private static readonly int Color1 = Shader.PropertyToID(COLOR_1);
|
||||||
|
private static readonly int Color2 = Shader.PropertyToID(COLOR_2);
|
||||||
|
private static readonly int Alpha = Shader.PropertyToID("_Alpha");
|
||||||
|
|
||||||
private const string COLOR_1 = "_Color1";
|
private const string COLOR_1 = "_Color1";
|
||||||
private const string COLOR_2 = "_Color2";
|
private const string COLOR_2 = "_Color2";
|
||||||
|
@ -18,17 +22,18 @@ public class DisableOnDeath : MonoBehaviour
|
||||||
{
|
{
|
||||||
_health = GetComponent<EntityHealth>();
|
_health = GetComponent<EntityHealth>();
|
||||||
_renderer = GetComponentInChildren<Renderer>();
|
_renderer = GetComponentInChildren<Renderer>();
|
||||||
|
_collider = GetComponentInChildren<Collider>();
|
||||||
|
|
||||||
_color1 = _renderer.material.GetColor(COLOR_1);
|
_color1 = _renderer.material.GetColor(Color1);
|
||||||
_color2 = _renderer.material.GetColor(COLOR_2);
|
_color2 = _renderer.material.GetColor(Color2);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
{
|
{
|
||||||
_health.Die += Die;
|
_health.Die += Die;
|
||||||
|
_collider.enabled = true;
|
||||||
_renderer.material.SetColor(COLOR_1, _color1);
|
_renderer.material.SetColor(Color1, _color1);
|
||||||
_renderer.material.SetColor(COLOR_2, _color2);
|
_renderer.material.SetColor(Color2, _color2);
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnDisable()
|
private void OnDisable()
|
||||||
|
@ -40,7 +45,7 @@ public class DisableOnDeath : MonoBehaviour
|
||||||
{
|
{
|
||||||
var oldName = gameObject.name;
|
var oldName = gameObject.name;
|
||||||
gameObject.name = "disabled";
|
gameObject.name = "disabled";
|
||||||
|
_collider.enabled = false;
|
||||||
float x = 0;
|
float x = 0;
|
||||||
DOTween.To(
|
DOTween.To(
|
||||||
() => x,
|
() => x,
|
||||||
|
@ -49,19 +54,16 @@ public class DisableOnDeath : MonoBehaviour
|
||||||
var c1 = Color.Lerp(_color1, Color.white, t);
|
var c1 = Color.Lerp(_color1, Color.white, t);
|
||||||
var c2 = Color.Lerp(_color2, Color.white, t);
|
var c2 = Color.Lerp(_color2, Color.white, t);
|
||||||
|
|
||||||
_renderer.material.SetColor(COLOR_1, c1);
|
_renderer.material.SetColor(Color1, c1);
|
||||||
_renderer.material.SetColor(COLOR_2, c2);
|
_renderer.material.SetColor(Color2, c2);
|
||||||
_renderer.material.SetFloat("_Alpha", 1.0f-t);
|
_renderer.material.SetFloat(Alpha, 1.0f-t);
|
||||||
},
|
},
|
||||||
1.0f,
|
1.0f,
|
||||||
0.1f);
|
0.05f);
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
// _renderer.material.DOColor(Color.white, COLOR_1, 0.1f);
|
transform.DOScale(Vector3.one * 1.5f, 0.15f).SetEase(Ease.OutQuint).OnComplete(() =>
|
||||||
// _renderer.material.DOColor(Color.white, COLOR_2, 0.1f);
|
|
||||||
// _renderer.material.DOFade(0, 0.1f).SetDelay(0.2f);
|
|
||||||
transform.DOScale(Vector3.one * 1.5f, 0.3f).SetEase(Ease.OutQuint).OnComplete(() =>
|
|
||||||
{
|
{
|
||||||
gameObject.name = oldName;
|
gameObject.name = oldName;
|
||||||
gameObject.SetActive(false);
|
gameObject.SetActive(false);
|
||||||
|
|
|
@ -5,21 +5,18 @@ using UnityEngine;
|
||||||
[CreateAssetMenu]
|
[CreateAssetMenu]
|
||||||
public class EnemyAppearBehaviour : BaseBulletBehaviour
|
public class EnemyAppearBehaviour : BaseBulletBehaviour
|
||||||
{
|
{
|
||||||
[SerializeField] private float zPos = 50f;
|
[SerializeField] private float scaleUpOverBeats = 1;
|
||||||
[SerializeField] private float moveInDuration = 0.5f;
|
|
||||||
[SerializeField] private float scaleUpDuration = 0.3f;
|
private static AudioBeatManager _audio;
|
||||||
[SerializeField] private float scaleUpDelay = 0.2f;
|
|
||||||
[SerializeField] private float moveOutPos = -15f;
|
|
||||||
[SerializeField] private float moveOutDuration = 2f;
|
|
||||||
|
|
||||||
public override void DoBehaviour(Transform bullet, float size, Vector3 pos)
|
public override void DoBehaviour(Transform bullet, float size, Vector3 pos)
|
||||||
{
|
{
|
||||||
|
if (_audio == null)
|
||||||
|
_audio = FindObjectOfType<AudioBeatManager>();
|
||||||
|
|
||||||
bullet.localScale = Vector3.zero;
|
bullet.localScale = Vector3.zero;
|
||||||
bullet.localPosition = new Vector3(pos.x, pos.y, zPos);
|
bullet.localPosition = pos;
|
||||||
DOTween.Sequence()
|
|
||||||
//.Append(bullet.DOMove(pos, moveInDuration).SetEase(Ease.OutQuint))
|
bullet.DOScale(Vector3.one * size, _audio.TimeBetweenBeats * scaleUpOverBeats).SetEase(Ease.OutQuint);
|
||||||
.Insert(scaleUpDelay, bullet.DORotate(new Vector3(0,0,45), moveInDuration/2f))
|
|
||||||
.Insert(scaleUpDelay + moveInDuration/2f, bullet.DORotate(Vector3.zero, moveInDuration/2f))
|
|
||||||
.Insert(scaleUpDelay, bullet.DOScale(Vector3.one * size, scaleUpDuration).SetEase(Ease.OutQuint));
|
|
||||||
}
|
}
|
||||||
}
|
}
|
|
@ -0,0 +1,29 @@
|
||||||
|
using System;
|
||||||
|
using System.Collections;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Ktyl.Util;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class ScaleWithTime : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private SerialFloat timeSince;
|
||||||
|
|
||||||
|
[SerializeField] private float scale = 1.5f;
|
||||||
|
[SerializeField] private float ySquish = -0.15f;
|
||||||
|
[SerializeField] private float characterSpacing = 10f;
|
||||||
|
|
||||||
|
private TextMeshProUGUI _text;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_text = GetComponent<TextMeshProUGUI>();
|
||||||
|
}
|
||||||
|
|
||||||
|
// Update is called once per frame
|
||||||
|
void Update()
|
||||||
|
{
|
||||||
|
_text.characterSpacing = timeSince * timeSince * characterSpacing;
|
||||||
|
transform.localScale = new Vector3(1 + timeSince*timeSince * scale, 1 + timeSince*timeSince * ySquish, 1);
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,11 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 45e7636ea714949cd8358ebe56fef05f
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -0,0 +1,17 @@
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public static class Score
|
||||||
|
{
|
||||||
|
private static ulong _value;
|
||||||
|
public static ulong Value
|
||||||
|
{
|
||||||
|
get => _value;
|
||||||
|
set
|
||||||
|
{
|
||||||
|
_value = value;
|
||||||
|
ScoreUpdated?.Invoke(_value);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public static event Action<ulong> ScoreUpdated;
|
||||||
|
}
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 22e5c22e25d5491e9a6fdabcd5788ebf
|
||||||
|
timeCreated: 1610298027
|
|
@ -0,0 +1,27 @@
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class UpdateScore : MonoBehaviour
|
||||||
|
{
|
||||||
|
private TextMeshProUGUI _text;
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
_text = GetComponent<TextMeshProUGUI>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
Score.ScoreUpdated += OnScoreUpdated;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDisable()
|
||||||
|
{
|
||||||
|
Score.ScoreUpdated -= OnScoreUpdated;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnScoreUpdated(ulong obj)
|
||||||
|
{
|
||||||
|
_text.text = $"{obj:n0}";
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3da04f2795dd4afe8551debe01be4561
|
||||||
|
timeCreated: 1610298154
|
|
@ -0,0 +1,175 @@
|
||||||
|
using UnityEngine;
|
||||||
|
using System.Collections;
|
||||||
|
|
||||||
|
|
||||||
|
namespace TMPro.Examples
|
||||||
|
{
|
||||||
|
|
||||||
|
public class VertexJitter : MonoBehaviour
|
||||||
|
{
|
||||||
|
|
||||||
|
public float AngleMultiplier = 1.0f;
|
||||||
|
public float SpeedMultiplier = 1.0f;
|
||||||
|
public float CurveScale = 1.0f;
|
||||||
|
|
||||||
|
private TMP_Text m_TextComponent;
|
||||||
|
private bool hasTextChanged;
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Structure to hold pre-computed animation data.
|
||||||
|
/// </summary>
|
||||||
|
private struct VertexAnim
|
||||||
|
{
|
||||||
|
public float angleRange;
|
||||||
|
public float angle;
|
||||||
|
public float speed;
|
||||||
|
}
|
||||||
|
|
||||||
|
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;
|
||||||
|
|
||||||
|
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:
|
|
@ -256,8 +256,8 @@ public class Weapon : ScriptableObject
|
||||||
{
|
{
|
||||||
var b = _bulletTransforms[i];
|
var b = _bulletTransforms[i];
|
||||||
if (b == null) continue;
|
if (b == null) continue;
|
||||||
Gizmos.DrawSphere(b.position, b.localScale.x/2f * bulletSize.EvaluateMinMaxCurve());
|
Gizmos.DrawSphere(b.position, b.localScale.x/2f );
|
||||||
Gizmos.DrawSphere(_bullets[i].PrevPos, b.localScale.x/2f * bulletSize.EvaluateMinMaxCurve());
|
Gizmos.DrawSphere(_bullets[i].PrevPos, b.localScale.x/2f );
|
||||||
Gizmos.DrawLine(b.position, _bullets[i].PrevPos);
|
Gizmos.DrawLine(b.position, _bullets[i].PrevPos);
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
|
@ -0,0 +1,28 @@
|
||||||
|
using UnityEngine;
|
||||||
|
|
||||||
|
public class WrapAroundOnEnable : MonoBehaviour
|
||||||
|
{
|
||||||
|
[SerializeField] private float xMin, xMax;
|
||||||
|
|
||||||
|
private void OnEnable()
|
||||||
|
{
|
||||||
|
WaitUtils.Wait(Time.deltaTime, true, () =>
|
||||||
|
{
|
||||||
|
|
||||||
|
var w = Mathf.Abs(xMax - xMin);
|
||||||
|
var x = transform.localPosition.x;
|
||||||
|
if (x > xMax)
|
||||||
|
{
|
||||||
|
x -= w;
|
||||||
|
}
|
||||||
|
else if (x < xMin)
|
||||||
|
{
|
||||||
|
x += w;
|
||||||
|
}
|
||||||
|
transform.localPosition = new Vector3(
|
||||||
|
x,
|
||||||
|
transform.localPosition.y,
|
||||||
|
transform.localPosition.z);
|
||||||
|
});
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,3 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 990644fedd5c4b99befe1da660313b53
|
||||||
|
timeCreated: 1610299723
|
|
@ -107,7 +107,8 @@ SubShader {
|
||||||
Lighting Off
|
Lighting Off
|
||||||
Fog { Mode Off }
|
Fog { Mode Off }
|
||||||
ZTest Always
|
ZTest Always
|
||||||
Blend One OneMinusSrcAlpha
|
Blend OneMinusDstColor OneMinusSrcAlpha
|
||||||
|
|
||||||
ColorMask [_ColorMask]
|
ColorMask [_ColorMask]
|
||||||
|
|
||||||
Pass {
|
Pass {
|
||||||
|
|
|
@ -65,7 +65,7 @@ MonoBehaviour:
|
||||||
m_PostInfinity: 2
|
m_PostInfinity: 2
|
||||||
m_RotationOrder: 4
|
m_RotationOrder: 4
|
||||||
m_ConstantMin: 20
|
m_ConstantMin: 20
|
||||||
m_ConstantMax: 30
|
m_ConstantMax: 60
|
||||||
bulletLifetime:
|
bulletLifetime:
|
||||||
m_Mode: 0
|
m_Mode: 0
|
||||||
m_CurveMultiplier: 0
|
m_CurveMultiplier: 0
|
||||||
|
@ -108,14 +108,14 @@ MonoBehaviour:
|
||||||
zone:
|
zone:
|
||||||
numToSpawn: 10
|
numToSpawn: 10
|
||||||
offset: {x: 0, y: 0, z: 0}
|
offset: {x: 0, y: 0, z: 0}
|
||||||
spawnType: 0
|
spawnType: 2
|
||||||
spawnDir: 0
|
spawnDir: 0
|
||||||
spawnPlane: 1
|
spawnPlane: 1
|
||||||
width: 0
|
width: 0
|
||||||
height: 0
|
height: 0
|
||||||
surfaceOnly: 0
|
surfaceOnly: 0
|
||||||
evenDistribution: 0
|
evenDistribution: 0
|
||||||
numSides: 5
|
numSides: 3
|
||||||
numPerSide: 10
|
numPerSide: 10
|
||||||
flipVertical: 0
|
flipVertical: 0
|
||||||
radius: 10
|
radius: 10
|
||||||
|
|
|
@ -0,0 +1,125 @@
|
||||||
|
%YAML 1.1
|
||||||
|
%TAG !u! tag:unity3d.com,2011:
|
||||||
|
--- !u!114 &11400000
|
||||||
|
MonoBehaviour:
|
||||||
|
m_ObjectHideFlags: 0
|
||||||
|
m_CorrespondingSourceObject: {fileID: 0}
|
||||||
|
m_PrefabInstance: {fileID: 0}
|
||||||
|
m_PrefabAsset: {fileID: 0}
|
||||||
|
m_GameObject: {fileID: 0}
|
||||||
|
m_Enabled: 1
|
||||||
|
m_EditorHideFlags: 0
|
||||||
|
m_Script: {fileID: 11500000, guid: 2bc932693ed0a470d9cf39b1c3168afb, type: 3}
|
||||||
|
m_Name: Obstacle
|
||||||
|
m_EditorClassIdentifier:
|
||||||
|
fireRate: 3
|
||||||
|
bulletSpeed:
|
||||||
|
m_Mode: 0
|
||||||
|
m_CurveMultiplier: 1
|
||||||
|
m_CurveMin:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0
|
||||||
|
value: 1
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0
|
||||||
|
outWeight: 0
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 1
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||||||
|
value: 1
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0
|
||||||
|
outWeight: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
m_CurveMax:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve:
|
||||||
|
- serializedVersion: 3
|
||||||
|
time: 0
|
||||||
|
value: 1
|
||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0
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||||||
|
outWeight: 0
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||||||
|
- serializedVersion: 3
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||||||
|
time: 1
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||||||
|
value: 1
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||||||
|
inSlope: 0
|
||||||
|
outSlope: 0
|
||||||
|
tangentMode: 0
|
||||||
|
weightedMode: 0
|
||||||
|
inWeight: 0
|
||||||
|
outWeight: 0
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
m_ConstantMin: 20
|
||||||
|
m_ConstantMax: 60
|
||||||
|
bulletLifetime:
|
||||||
|
m_Mode: 0
|
||||||
|
m_CurveMultiplier: 0
|
||||||
|
m_CurveMin:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve: []
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
m_CurveMax:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve: []
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
m_ConstantMin: 15
|
||||||
|
m_ConstantMax: 5
|
||||||
|
bulletSize:
|
||||||
|
m_Mode: 0
|
||||||
|
m_CurveMultiplier: 0
|
||||||
|
m_CurveMin:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve: []
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
m_CurveMax:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Curve: []
|
||||||
|
m_PreInfinity: 2
|
||||||
|
m_PostInfinity: 2
|
||||||
|
m_RotationOrder: 4
|
||||||
|
m_ConstantMin: 0
|
||||||
|
m_ConstantMax: 3
|
||||||
|
damage: 1
|
||||||
|
collidesWith:
|
||||||
|
serializedVersion: 2
|
||||||
|
m_Bits: 64
|
||||||
|
accuracy: 0
|
||||||
|
zone:
|
||||||
|
numToSpawn: 1
|
||||||
|
offset: {x: 0, y: 0, z: 0}
|
||||||
|
spawnType: 0
|
||||||
|
spawnDir: 0
|
||||||
|
spawnPlane: 1
|
||||||
|
width: 0
|
||||||
|
height: 0
|
||||||
|
surfaceOnly: 1
|
||||||
|
evenDistribution: 1
|
||||||
|
numSides: 3
|
||||||
|
numPerSide: 10
|
||||||
|
flipVertical: 0
|
||||||
|
radius: 0
|
||||||
|
arc: 360
|
||||||
|
composite: []
|
||||||
|
manualFire: 1
|
||||||
|
behaviour: {fileID: 11400000, guid: bb1cb2a77c68c42d4900953d18b23a49, type: 2}
|
|
@ -0,0 +1,8 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 3b5089173dc14483fbd118af334cc1cb
|
||||||
|
NativeFormatImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
mainObjectFileID: 11400000
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -12,7 +12,7 @@ MonoBehaviour:
|
||||||
m_Script: {fileID: 11500000, guid: 2bc932693ed0a470d9cf39b1c3168afb, type: 3}
|
m_Script: {fileID: 11500000, guid: 2bc932693ed0a470d9cf39b1c3168afb, type: 3}
|
||||||
m_Name: PlayerWeapon
|
m_Name: PlayerWeapon
|
||||||
m_EditorClassIdentifier:
|
m_EditorClassIdentifier:
|
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fireRate: 0.05
|
fireRate: 0.025
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bulletSpeed:
|
bulletSpeed:
|
||||||
m_Mode: 0
|
m_Mode: 0
|
||||||
m_CurveMultiplier: 1
|
m_CurveMultiplier: 1
|
||||||
|
@ -104,21 +104,22 @@ MonoBehaviour:
|
||||||
collidesWith:
|
collidesWith:
|
||||||
serializedVersion: 2
|
serializedVersion: 2
|
||||||
m_Bits: 128
|
m_Bits: 128
|
||||||
accuracy: 5
|
accuracy: 2
|
||||||
zone:
|
zone:
|
||||||
numToSpawn: 1
|
numToSpawn: 4
|
||||||
offset: {x: 0, y: 0}
|
offset: {x: 0, y: 0, z: 0}
|
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spawnType: 2
|
spawnType: 1
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spawnDir: 0
|
spawnDir: 0
|
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width: 0
|
spawnPlane: 1
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|
width: 0.75
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height: 0
|
height: 0
|
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surfaceOnly: 1
|
surfaceOnly: 1
|
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evenDistribution: 1
|
evenDistribution: 1
|
||||||
numSides: 3
|
numSides: 2
|
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numPerSide: 5
|
numPerSide: 5
|
||||||
flipVertical: 1
|
flipVertical: 1
|
||||||
radius: 1.25
|
radius: 5.47
|
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arc: 360
|
arc: 82
|
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composite: []
|
composite: []
|
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manualFire: 0
|
manualFire: 0
|
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behaviour: {fileID: 11400000, guid: 20de5bc0e86bc4037a85f6c46356a227, type: 2}
|
behaviour: {fileID: 11400000, guid: 20de5bc0e86bc4037a85f6c46356a227, type: 2}
|
||||||
|
|
Loading…
Reference in New Issue