diff --git a/.gitmodules b/.gitmodules index 46fd90e5..e69de29b 100644 --- a/.gitmodules +++ b/.gitmodules @@ -1,3 +0,0 @@ -[submodule "AxibugEmuOnline.Client/Assets/AlienUICore"] - path = AxibugEmuOnline.Client/Assets/AlienUICore - url = https://github.com/AlienJack/AlienUICore.git diff --git a/AxibugEmuOnline.Client/Assets/AlienUICore b/AxibugEmuOnline.Client/Assets/AlienUICore deleted file mode 160000 index 66425c71..00000000 --- a/AxibugEmuOnline.Client/Assets/AlienUICore +++ /dev/null @@ -1 +0,0 @@ -Subproject commit 66425c710fc5fee9206fb82e6f0e60da31fa2733 diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee.meta new file mode 100644 index 00000000..eb096a17 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1a06e18767c1031478a76b8f96e60fe6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions.meta new file mode 100644 index 00000000..6d644727 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 464892be6eabb2d43a4f71878bcfea72 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect.meta new file mode 100644 index 00000000..6fc4c206 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 96837540e9d9b4d199c332f11ef9047a +folderAsset: yes +timeCreated: 1487124681 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/CHANGELOG.md b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/CHANGELOG.md new file mode 100644 index 00000000..089d2770 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/CHANGELOG.md @@ -0,0 +1,498 @@ +# Changelog + +## [v3.2.0](https://github.com/mob-sakai/UIEffect/tree/v3.2.0) (2019-07-17) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.1.0...v3.2.0) + +**Breaking changes:** + +- UICapturedImage: Immediate capturing option is removed as it does not work on many platforms [\#161](https://github.com/mob-sakai/UIEffect/issues/161) + +**Implemented enhancements:** + +- Add demo for Unity 2018+ and TMPro 1.2+ [\#166](https://github.com/mob-sakai/UIEffect/issues/166) + +**Fixed bugs:** + +- UIDissolve's "Reverse Play" option works only in OnEnable [\#183](https://github.com/mob-sakai/UIEffect/issues/183) +- CanvasGroup.alpha does not affect [\#180](https://github.com/mob-sakai/UIEffect/issues/180) +- UIShiny effect remain on screen after calling Stop\(\) [\#165](https://github.com/mob-sakai/UIEffect/issues/165) +- Material caching is not working properly [\#163](https://github.com/mob-sakai/UIEffect/issues/163) +- Add a null check to TMPro sprite asset material checking [\#176](https://github.com/mob-sakai/UIEffect/pull/176) ([Oskiii](https://github.com/Oskiii)) + +## [v3.1.0](https://github.com/mob-sakai/UIEffect/tree/v3.1.0) (2019-03-10) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.4...v3.1.0) + +## Support TextMeshPro! + +* All components are supported +* Advanced blur is supported for Unity 2017.1+ + +![](https://user-images.githubusercontent.com/12690315/53533025-8495d800-3b3c-11e9-9e94-320f3ec7ad74.png) + +For details to use, see [Usage with TextMeshPro](https://github.com/mob-sakai/UIEffect#usage-with-textmeshpro) + +**NOTE: Unity 5.x will not be supported in the near future** + +**Implemented enhancements:** + +- Support TextMeshPro [\#137](https://github.com/mob-sakai/UIEffect/issues/137) +- add reverse animation option to UIDissolve [\#153](https://github.com/mob-sakai/UIEffect/pull/153) ([antpaw](https://github.com/antpaw)) + +## [v3.0.4](https://github.com/mob-sakai/UIEffect/tree/v3.0.4) (2019-02-15) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.3...v3.0.4) + +**Implemented enhancements:** + +- add initial play animation delay option to UIShiny [\#147](https://github.com/mob-sakai/UIEffect/pull/147) ([antpaw](https://github.com/antpaw)) + +**Fixed bugs:** + +- UIEffectCapturedImage.effectColor does not work as expected [\#148](https://github.com/mob-sakai/UIEffect/issues/148) +- fix warnings [\#146](https://github.com/mob-sakai/UIEffect/pull/146) ([antpaw](https://github.com/antpaw)) + +## [v3.0.3](https://github.com/mob-sakai/UIEffect/tree/v3.0.3) (2019-01-21) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.2...v3.0.3) + +**Fixed bugs:** + +- UIHsvModifier works only on gamma-space [\#145](https://github.com/mob-sakai/UIEffect/issues/145) + +## [v3.0.2](https://github.com/mob-sakai/UIEffect/tree/v3.0.2) (2019-01-15) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.1...v3.0.2) + +**Fixed bugs:** + +- UIEffect & UIHsvModifier & UITransitionEffect Strange action [\#144](https://github.com/mob-sakai/UIEffect/issues/144) + +## [v3.0.1](https://github.com/mob-sakai/UIEffect/tree/v3.0.1) (2018-11-07) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v3.0.0...v3.0.1) + +**Fixed bugs:** + +- Compile error in 2018.3 [\#139](https://github.com/mob-sakai/UIEffect/issues/139) + +## [v3.0.0](https://github.com/mob-sakai/UIEffect/tree/v3.0.0) (2018-10-09) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.3...v3.0.0) + +### New architecture: easier, faster and more beautiful. +* Simple & easy-to-use +* 20% faster +* High precision parameter + +### Immediate capturing (UIEffectCapturedImage option) +* Capture the previous frame immediately without any camera. +* You no longer have to wait one frame to capture! +* *NOTE: LWRP, WebGL and Unity 5.x for iOS/Mac are not supported.* + +### Advanced blur (UIEffect option) +* Remove common artifacts in the blur effect for uGUI. +![](https://user-images.githubusercontent.com/12690315/42547121-80134788-84fb-11e8-97a0-048bba9634ea.png) +* It is effective for small padding size atlases, including dynamic fonts! + +**Breaking changes:** + +- UIEffectCapturedImage: Remove 'TargetTexture' feature [\#136](https://github.com/mob-sakai/UIEffect/issues/136) +- Remove 'additional shadow' in UIShadow component [\#110](https://github.com/mob-sakai/UIEffect/issues/110) +- Remove 'custom effect' feature in UIEffect component [\#98](https://github.com/mob-sakai/UIEffect/issues/98) +- Remove 'shadow effect' feature in UIEffect component [\#97](https://github.com/mob-sakai/UIEffect/issues/97) +- Remove 'hue effect' in UIEffect component [\#91](https://github.com/mob-sakai/UIEffect/issues/91) +- Remove 'cutoff' and 'mono' effect in UIEffect component [\#78](https://github.com/mob-sakai/UIEffect/issues/78) +- New architecture: Shared texture for effect parameter [\#63](https://github.com/mob-sakai/UIEffect/issues/63) +- Change: Change `ToneMode` to `EffectMode` [\#61](https://github.com/mob-sakai/UIEffect/issues/61) +- Separate shadow effect to other component [\#52](https://github.com/mob-sakai/UIEffect/issues/52) +- Use the graphic color as effect color, to reduce parameters [\#50](https://github.com/mob-sakai/UIEffect/issues/50) + +**Implemented enhancements:** + +- UITransitionEffect: "Pass ray on hidden" option [\#135](https://github.com/mob-sakai/UIEffect/issues/135) +- Add component menu in editor [\#133](https://github.com/mob-sakai/UIEffect/issues/133) +- UITransitionEffect: Add Show/Hide method [\#132](https://github.com/mob-sakai/UIEffect/issues/132) +- UIEffectCapturedImage: Immediate capturing [\#130](https://github.com/mob-sakai/UIEffect/issues/130) +- Improve blurring for atlas [\#95](https://github.com/mob-sakai/UIEffect/issues/95) +- Use Canvas.willRenderCanvases event instead of Update method [\#87](https://github.com/mob-sakai/UIEffect/issues/87) + +**Closed issues:** + +- Add tooltip [\#92](https://github.com/mob-sakai/UIEffect/issues/92) +- UIShiny: change parameter name `highlight` to `gloss` [\#93](https://github.com/mob-sakai/UIEffect/issues/93) + +## [v2.8.3](https://github.com/mob-sakai/UIEffect/tree/v2.8.3) (2018-09-29) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.2...v2.8.3) + +**Fixed bugs:** + +- UIEffectCapturedImage: Black screen with Unity 2018.1+ editor on Windows [\#131](https://github.com/mob-sakai/UIEffect/issues/131) + +## [v2.8.2](https://github.com/mob-sakai/UIEffect/tree/v2.8.2) (2018-09-26) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.1...v2.8.2) + +**Fixed bugs:** + +- UICapturedEffectImage does not work with 'ScreenSpace - Overlay' in edit mode [\#128](https://github.com/mob-sakai/UIEffect/issues/128) +- The UIEffectCapturedImage is upside down with 'ScreenSpace - Overlay' mode [\#127](https://github.com/mob-sakai/UIEffect/issues/127) +- When "UI-Effect.mat" is created automatically, Unity hangs up. [\#126](https://github.com/mob-sakai/UIEffect/issues/126) +- UICapturedEffectImage does not work with Lightweight Render Pipeline LWRP [\#125](https://github.com/mob-sakai/UIEffect/issues/125) + +## [v2.8.1](https://github.com/mob-sakai/UIEffect/tree/v2.8.1) (2018-08-17) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.8.0...v2.8.1) + +**Fixed bugs:** + +- \(Demo\) "Transition capture & dissolve" is incorrect [\#119](https://github.com/mob-sakai/UIEffect/issues/119) + +## [v2.8.0](https://github.com/mob-sakai/UIEffect/tree/v2.8.0) (2018-08-14) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.7.1...v2.8.0) + +* Create a screen transition! +![8 -08-2018 19-29-38](https://user-images.githubusercontent.com/12690315/43832265-dbdecc98-9b41-11e8-8ab5-9f49420a6a16.gif) + +* Some updates make UIEffectCapturedImage easier to use! + + +**Implemented enhancements:** + +- UIEffectCapturedImage: Supports 'ScreenSpace - Overlay' [\#115](https://github.com/mob-sakai/UIEffect/issues/115) +- UIEffectCapturedImage: Keep aspect ratio [\#114](https://github.com/mob-sakai/UIEffect/issues/114) +- UIEffectCapturedImage: 'Capture on enable' option [\#113](https://github.com/mob-sakai/UIEffect/issues/113) +- UITransitionEffect: Change transition texture [\#111](https://github.com/mob-sakai/UIEffect/issues/111) + +**Closed issues:** + +- UIEffectCapturedImage: change parameter name `keepCanvasSize` to `fitToScreen` [\#116](https://github.com/mob-sakai/UIEffect/issues/116) + +## [v2.7.1](https://github.com/mob-sakai/UIEffect/tree/v2.7.1) (2018-08-06) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.7.0...v2.7.1) + +**Fixed bugs:** + +- In v2.7.0, UIEffectCapturedImage is flipped vertically on Windows [\#112](https://github.com/mob-sakai/UIEffect/issues/112) + +## [v2.7.0](https://github.com/mob-sakai/UIEffect/tree/v2.7.0) (2018-07-26) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.2...v2.7.0) + +UIHsvModifier: Modify hue, saturation, and value as you like! +![](https://user-images.githubusercontent.com/12690315/43200006-d6e2bf54-904e-11e8-9f22-0c0f9ce5912f.gif) + +* Note: `Hue` mode in UIEffect component will be obsolete in the near future. Please use UIHsvModifier component instead. +* Note: `Cutoff` and `Mono` mode in UIEffect component will be obsolete in the near future. Please use UITransitionEffect component instead. + +**Implemented enhancements:** + +- UIEffectCapturedImage: Support target RenderTexture to use external component [\#108](https://github.com/mob-sakai/UIEffect/issues/108) +- Transition effect as other component [\#105](https://github.com/mob-sakai/UIEffect/issues/105) +- Use multi-pass blurring to capture screenshot [\#96](https://github.com/mob-sakai/UIEffect/issues/96) +- Feature: HSV modifier [\#44](https://github.com/mob-sakai/UIEffect/issues/44) + +**Fixed bugs:** + +- UIEffectCapturedImage: ColorMode is not working [\#109](https://github.com/mob-sakai/UIEffect/issues/109) +- UIDissolve is not maskable [\#101](https://github.com/mob-sakai/UIEffect/issues/101) + +## [v2.6.2](https://github.com/mob-sakai/UIEffect/tree/v2.6.2) (2018-07-18) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.1...v2.6.2) + +**Fixed bugs:** + +- Shader has compile errors in D3D9 or D3D11\_9X\(WSA\) [\#99](https://github.com/mob-sakai/UIEffect/issues/99) + +## [v2.6.1](https://github.com/mob-sakai/UIEffect/tree/v2.6.1) (2018-06-14) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.6.0...v2.6.1) + +**Fixed bugs:** + +- Errors occurred on build \(v2.6.0\) [\#90](https://github.com/mob-sakai/UIEffect/issues/90) + +## [v2.6.0](https://github.com/mob-sakai/UIEffect/tree/v2.6.0) (2018-06-14) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.2...v2.6.0) + +Blurring effect has been improved about 6 times faster! +![](https://user-images.githubusercontent.com/12690315/41393724-08420b1e-6fe2-11e8-8741-721789c2d029.png) + +You can change noise texture for dissolve effect from inspector or script! +![](https://user-images.githubusercontent.com/12690315/41397570-99bda636-6fef-11e8-827b-932d7a8e74c1.gif) + + + + +**Implemented enhancements:** + +- Improve blurring performance [\#88](https://github.com/mob-sakai/UIEffect/issues/88) +- Separate the effect with a character [\#86](https://github.com/mob-sakai/UIEffect/issues/86) +- Change dissolve texture [\#75](https://github.com/mob-sakai/UIEffect/issues/75) + +**Closed issues:** + +- Change BlurMode correctly [\#84](https://github.com/mob-sakai/UIEffect/issues/84) +- Refactoring to prepare v3.0.0 [\#83](https://github.com/mob-sakai/UIEffect/issues/83) +- Change ColorMode correctly [\#51](https://github.com/mob-sakai/UIEffect/issues/51) + +## [v2.5.2](https://github.com/mob-sakai/UIEffect/tree/v2.5.2) (2018-06-07) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.1...v2.5.2) + +**Fixed bugs:** + +- When `UIEFFECT\_SEPARATE` symbol is defined, UIDissolve does not work well [\#85](https://github.com/mob-sakai/UIEffect/issues/85) + +## [v2.5.1](https://github.com/mob-sakai/UIEffect/tree/v2.5.1) (2018-05-31) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.5.0...v2.5.1) + +**Fixed bugs:** + +- Fix demo [\#82](https://github.com/mob-sakai/UIEffect/issues/82) + +## [v2.5.0](https://github.com/mob-sakai/UIEffect/tree/v2.5.0) (2018-05-31) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.4.1...v2.5.0) + +Shiny effect has been update! + +![v2.5.0](https://user-images.githubusercontent.com/12690315/40654533-8877c99c-6379-11e8-8ae7-b91995fc230b.gif) + +* NOTE: `UIEffect.shadow***` will be obsolete in the near future. Please use `UIShadow` component instead. +* NOTE: `UIEffect.custom***` will be obsolete in the near future. Please use `UICustomEffect` component (experimental) instead. + +**Implemented enhancements:** + +- UIDissolve: Play effect from script/inspector [\#81](https://github.com/mob-sakai/UIEffect/issues/81) +- UIShiny: Play effect from script/inspector [\#80](https://github.com/mob-sakai/UIEffect/issues/80) +- During play mode, you can change the effect type, color type, and blur type \(in Editor\) [\#73](https://github.com/mob-sakai/UIEffect/issues/73) +- Add shadow effect as other component [\#72](https://github.com/mob-sakai/UIEffect/issues/72) +- UIShiny : Visual update [\#68](https://github.com/mob-sakai/UIEffect/issues/68) +- Add Custom effect as other component [\#60](https://github.com/mob-sakai/UIEffect/issues/60) + +**Fixed bugs:** + +- UIDissolve: When width=1 and location=0, image is lacked [\#79](https://github.com/mob-sakai/UIEffect/issues/79) + +**Closed issues:** + +- UIEffect inherit UIEffectBase [\#74](https://github.com/mob-sakai/UIEffect/issues/74) +- Change directory structure [\#56](https://github.com/mob-sakai/UIEffect/issues/56) + +## [v2.4.1](https://github.com/mob-sakai/UIEffect/tree/v2.4.1) (2018-05-29) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.4.0...v2.4.1) + +**Fixed bugs:** + +- UIEffectCapturedImage: The result image is flipped vertically [\#69](https://github.com/mob-sakai/UIEffect/issues/69) + +## [v2.4.0](https://github.com/mob-sakai/UIEffect/tree/v2.4.0) (2018-05-21) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.2...v2.4.0) + +UIDissolve has been updated! + +![v2.4.0](https://user-images.githubusercontent.com/12690315/40294019-a0bfb8aa-5d0e-11e8-8451-873502db6a99.gif) +![editor](https://user-images.githubusercontent.com/12690315/40294212-9e1b1ce2-5d0f-11e8-88ce-78a8c0523dc2.png) + +**Implemented enhancements:** + +- UIDissolve: Add color mode option. [\#64](https://github.com/mob-sakai/UIEffect/issues/64) + +## [v2.3.2](https://github.com/mob-sakai/UIEffect/tree/v2.3.2) (2018-05-21) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.1...v2.3.2) + +**Closed issues:** + +- Fixed: UIEffectCapturedImage: When iteration count is even. the result image is flipped vertically \(other method\) [\#65](https://github.com/mob-sakai/UIEffect/issues/65) + +## [v2.3.1](https://github.com/mob-sakai/UIEffect/tree/v2.3.1) (2018-05-10) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.3.0...v2.3.1) + +**Fixed bugs:** + +- UIEffectCapturedImage: When iteration count is even. the result image is flipped vertically \(on Windows\) [\#62](https://github.com/mob-sakai/UIEffect/issues/62) + +## [v2.3.0](https://github.com/mob-sakai/UIEffect/tree/v2.3.0) (2018-05-08) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.2.0...v2.3.0) + +New components has been available! + +* **UIShiny** : Shiny effect WITHOUT Mask component. This will suppress extra draw calls and improve performance. +* **UIDissolve** : Dissolve effect WITHOUT material instancing. This will suppress extra draw calls and improve performance. +* **UIFlip** : Flip graphic horizontal/vertical. + +![v2.3.0](https://user-images.githubusercontent.com/12690315/40706142-cb98d2d0-6427-11e8-96fc-5cc5fd9c553a.gif) + + +**Implemented enhancements:** + +- Feature: Flip horizontal/vertical [\#47](https://github.com/mob-sakai/UIEffect/issues/47) +- Feature: Dissolve [\#45](https://github.com/mob-sakai/UIEffect/issues/45) +- Feature: Shining effect [\#9](https://github.com/mob-sakai/UIEffect/issues/9) + +## [v2.2.0](https://github.com/mob-sakai/UIEffect/tree/v2.2.0) (2018-04-12) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.1.0...v2.2.0) + +**Implemented enhancements:** + +- Feature: Customize shader/material. You can create a custom ui shader and control it with UIEffct. [\#46](https://github.com/mob-sakai/UIEffect/issues/46) +- Feature: UIEffectCapturedImage supports keep canvas size. [\#54](https://github.com/mob-sakai/UIEffect/issues/54) +- Feature: UIEffectCapturedImage supports `Quality Type` to easy setup. [\#53](https://github.com/mob-sakai/UIEffect/issues/53) + +**Fixed bugs:** + +- Bug: Color effect on shadow is incorrect. [\#55](https://github.com/mob-sakai/UIEffect/issues/55) + +**Closed issues:** + +- Change: Reduce the pixelation effect when tone level = 1. [\#57](https://github.com/mob-sakai/UIEffect/issues/57) + +## [v2.1.0](https://github.com/mob-sakai/UIEffect/tree/v2.1.0) (2018-04-04) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v2.0.0...v2.1.0) + +**Implemented enhancements:** + +- Feature: UIEffectCapturedImage support iterative operation [\#48](https://github.com/mob-sakai/UIEffect/issues/48) + +## [v2.0.0](https://github.com/mob-sakai/UIEffect/tree/v2.0.0) (2018-01-25) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.6.1...v2.0.0) + +**Breaking changes:** + +- Important: Unity 5.3.x & 5.4.x are no longer supported. [\#40](https://github.com/mob-sakai/UIEffect/issues/40) + +**Implemented enhancements:** + +- Improve: Reduce the materials. Too many effect materials are exist. [\#15](https://github.com/mob-sakai/UIEffect/issues/15) + +**Closed issues:** + +- Change: Change namespace to Coffee.UIExtensions [\#6](https://github.com/mob-sakai/UIEffect/issues/6) + +## [v1.6.1](https://github.com/mob-sakai/UIEffect/tree/v1.6.1) (2018-01-25) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.6.0...v1.6.1) + +**Fixed bugs:** + +- Bug: Cannot access protected member `UnityEngine.UI.BaseMeshEffect.graphic` [\#41](https://github.com/mob-sakai/UIEffect/issues/41) + +## [v1.6.0](https://github.com/mob-sakai/UIEffect/tree/v1.6.0) (2018-01-18) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.5.1...v1.6.0) + +**Fixed bugs:** + +- Bug: Pixelization is incorrect. [\#34](https://github.com/mob-sakai/UIEffect/issues/34) + +**Closed issues:** + +- Change: UIEffect inherit BaseMeshEffect. [\#35](https://github.com/mob-sakai/UIEffect/issues/35) +- Change: Blur level range to \[0-1\] [\#32](https://github.com/mob-sakai/UIEffect/issues/32) +- Change: ShadowMode -\> ShadowStyle [\#18](https://github.com/mob-sakai/UIEffect/issues/18) + +## [v1.5.1](https://github.com/mob-sakai/UIEffect/tree/v1.5.1) (2018-01-18) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.5.0...v1.5.1) + +**Fixed bugs:** + +- Bug: An error occurs when no effect is specified for UICapturedImage. [\#36](https://github.com/mob-sakai/UIEffect/issues/36) + +## [v1.5.0](https://github.com/mob-sakai/UIEffect/tree/v1.5.0) (2018-01-16) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.4...v1.5.0) + +**Implemented enhancements:** + +- Feature: ShadowMode 'Shadow 3' [\#11](https://github.com/mob-sakai/UIEffect/issues/11) +- Feature: Hue [\#8](https://github.com/mob-sakai/UIEffect/issues/8) +- Feature: Gradient [\#7](https://github.com/mob-sakai/UIEffect/issues/7) + +## [v1.4.4](https://github.com/mob-sakai/UIEffect/tree/v1.4.4) (2018-01-16) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.3...v1.4.4) + +**Fixed bugs:** + +- Bug: Error has occur on edit prefab. [\#27](https://github.com/mob-sakai/UIEffect/issues/27) + +## [v1.4.3](https://github.com/mob-sakai/UIEffect/tree/v1.4.3) (2018-01-15) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.2...v1.4.3) + +**Fixed bugs:** + +- Bug: Color effect is incorrect. [\#19](https://github.com/mob-sakai/UIEffect/issues/19) + +## [v1.4.2](https://github.com/mob-sakai/UIEffect/tree/v1.4.2) (2018-01-14) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.1...v1.4.2) + +**Implemented enhancements:** + +- Feature: ColorMode `Override` [\#12](https://github.com/mob-sakai/UIEffect/issues/12) + +**Fixed bugs:** + +- Bug: Error has occur OnAfterDeserialize in editor. [\#16](https://github.com/mob-sakai/UIEffect/issues/16) + +## [v1.4.1](https://github.com/mob-sakai/UIEffect/tree/v1.4.1) (2018-01-10) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.4.0...v1.4.1) + +## [v1.4.0](https://github.com/mob-sakai/UIEffect/tree/v1.4.0) (2018-01-07) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.3.0...v1.4.0) + +**Implemented enhancements:** + +- Feature: Exclude unused shader variants from build. [\#5](https://github.com/mob-sakai/UIEffect/issues/5) + +## [v1.3.0](https://github.com/mob-sakai/UIEffect/tree/v1.3.0) (2018-01-06) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.2.0...v1.3.0) + +## [v1.2.0](https://github.com/mob-sakai/UIEffect/tree/v1.2.0) (2018-01-05) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.1.0...v1.2.0) + +**Implemented enhancements:** + +- Feature: Fast multiple shadow effect. [\#2](https://github.com/mob-sakai/UIEffect/issues/2) + +**Fixed bugs:** + +- Pixelaration shifts to the lower right. [\#4](https://github.com/mob-sakai/UIEffect/issues/4) + +## [v1.1.0](https://github.com/mob-sakai/UIEffect/tree/v1.1.0) (2017-08-17) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/v1.0.0...v1.1.0) + +**Implemented enhancements:** + +- Feature: Pixelization effect [\#1](https://github.com/mob-sakai/UIEffect/issues/1) + +## [v1.0.0](https://github.com/mob-sakai/UIEffect/tree/v1.0.0) (2017-03-01) + +[Full Changelog](https://github.com/mob-sakai/UIEffect/compare/a9c4ec4e72a055ca5e5c24f6a75c6720f0f6fd7f...v1.0.0) + + + +\* *This Changelog was automatically generated by [github_changelog_generator](https://github.com/github-changelog-generator/github-changelog-generator)* diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/CHANGELOG.md.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/CHANGELOG.md.meta new file mode 100644 index 00000000..c8a00c81 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/CHANGELOG.md.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1fe75f65a37454bf5aa2dab183b4305a +timeCreated: 1522651812 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro.meta new file mode 100644 index 00000000..1772ea07 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 37c4bd2925c96431b827a2031f76add8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Editor.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Editor.meta new file mode 100644 index 00000000..2f60ffc1 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b00cb7cc19de648f38332743361bdacb +folderAsset: yes +timeCreated: 1547811341 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Editor/TMP_SDFShaderGUI.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Editor/TMP_SDFShaderGUI.cs new file mode 100644 index 00000000..397aa02a --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Editor/TMP_SDFShaderGUI.cs @@ -0,0 +1,169 @@ +#if TMP_PRESENT +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using TMPro.EditorUtilities; +using UnityEditor; +using Coffee.UIExtensions; +using System.IO; +using System.Linq; +using System; + +namespace Coffee.UIEffect.Editors +{ + public class TMP_SDFShaderGUI : TMPro.EditorUtilities.TMP_SDFShaderGUI + { + static GUIStyle s_PanelTitle; + Material currentMaterial; + + public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties) + { + currentMaterial = materialEditor.target as Material; + base.OnGUI(materialEditor, properties); + } + + protected override void DoGUI() + { + if (currentMaterial.HasProperty("_FaceColor")) + { + base.DoGUI(); + } + else + { + DrawSpritePanel(); + } + + var name = currentMaterial.shader.name; + if (name.EndsWith("(UIEffect)")) + { + DrawEffectPanel(); + } + else if (name.EndsWith("(UIDissolve)")) + { + DrawDissolvePanel(); + } + else if (name.EndsWith("(UIShiny)")) + { + DrawShinyPanel(); + } + else if (name.EndsWith("(UITransition)")) + { + DrawTransitionPanel(); + } + } + + void DrawSpritePanel() + { + if (BeginTmpPanel("Sprite", true)) + { + EditorGUI.indentLevel += 1; + DoTexture2D("_MainTex", "Texture"); + DoColor("_Color", "Color"); + EditorGUI.indentLevel -= 1; + } + EndTmpPanel(); + } + + void DrawDissolvePanel() + { + if (BeginTmpPanel("Dissolve", true)) + { + EditorGUI.indentLevel += 1; + DoTexture2D("_NoiseTex", "Texture"); + DrawEnum(currentMaterial); + EditorGUI.indentLevel -= 1; + } + EndTmpPanel(); + } + + void DrawShinyPanel() + { + } + + void DrawTransitionPanel() + { + if (BeginTmpPanel("Transition", true)) + { + EditorGUI.indentLevel += 1; + DoTexture2D("_NoiseTex", "Texture"); + DrawEnum(currentMaterial); + EditorGUI.indentLevel -= 1; + } + EndTmpPanel(); + } + + void DrawEffectPanel() + { + if (BeginTmpPanel("Effect", true)) + { + EditorGUI.indentLevel += 1; + DrawEnum(currentMaterial); + DrawEnum(currentMaterial); + DrawEnum(currentMaterial); + DrawToggleKeyword(currentMaterial, "Advanced Blur", "EX"); + EditorGUI.indentLevel -= 1; + } + EndTmpPanel(); + } + + static void DrawEnum(Material mat) + { + Type type = typeof(T); + string[] names = System.Enum.GetNames(type); + int[] values = System.Enum.GetValues(type) as int[]; + + int mode = 0; + for (int i = 0; i < names.Length; i++) + { + if (mat.IsKeywordEnabled(names[i].ToUpper())) + mode = values[i]; + } + + var newMode = EditorGUILayout.IntPopup(ObjectNames.NicifyVariableName(type.Name), mode, names, values); + if (mode != newMode) + { + Array.IndexOf(values, mode); + mat.DisableKeyword(names[Array.IndexOf(values, mode)].ToUpper()); + if (newMode != 0) + mat.EnableKeyword(names[Array.IndexOf(values, newMode)].ToUpper()); + } + } + + static void DrawToggleKeyword(Material mat, string label, string keyword) + { + bool value = mat.IsKeywordEnabled(keyword); + if (EditorGUILayout.Toggle(label, value) != value) + { + if (value) + mat.DisableKeyword(keyword); + else + mat.EnableKeyword(keyword); + } + } + + static bool BeginTmpPanel(string panel, bool expanded) + { + if (s_PanelTitle == null) + { + s_PanelTitle = new GUIStyle(EditorStyles.label) { fontStyle = FontStyle.Bold }; + } + + EditorGUILayout.BeginVertical(EditorStyles.helpBox); + Rect position = EditorGUI.IndentedRect(GUILayoutUtility.GetRect(20f, 18f)); + position.x += 20; + position.width += 6f; + expanded = GUI.Toggle(position, expanded, panel, s_PanelTitle); + EditorGUI.indentLevel++; + EditorGUI.BeginDisabledGroup(false); + return expanded; + } + + static void EndTmpPanel() + { + EditorGUI.EndDisabledGroup(); + EditorGUI.indentLevel--; + EditorGUILayout.EndVertical(); + } + } +} +#endif \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Editor/TMP_SDFShaderGUI.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Editor/TMP_SDFShaderGUI.cs.meta new file mode 100644 index 00000000..1a52b227 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Editor/TMP_SDFShaderGUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0163d601911a448eea37923cb9fd6760 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders.meta new file mode 100644 index 00000000..92fbff8d --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 1045b92cbd63c45bab65c540449a8ad3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIDissolve).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIDissolve).shader new file mode 100644 index 00000000..fef74701 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIDissolve).shader @@ -0,0 +1,157 @@ +Shader "TextMeshPro/Distance Field (UIDissolve)" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(-1,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment frag + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc" + + #define UI_DISSOLVE 1 + #define DISSOLVE 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "UI-Effect-TMPro.cginc" + #pragma shader_feature __ ADD SUBTRACT FILL + + fixed4 frag(pixel_t IN) : SV_Target + { + half4 color = PixShader(IN); + + // Dissolve + color = ApplyTransitionEffect(color, IN.eParam); + color.rgb *= color.a; + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color * IN.color.a; + } + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field (UIDissolve)" +CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIDissolve).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIDissolve).shader.meta new file mode 100644 index 00000000..30a389b8 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIDissolve).shader.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 983d3d7238f4540e3af421a4abb25e26 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _FaceTex: {instanceID: 0} + - _OutlineTex: {instanceID: 0} + - _BumpMap: {instanceID: 0} + - _Cube: {instanceID: 0} + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIEffect).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIEffect).shader new file mode 100644 index 00000000..b02d307f --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIEffect).shader @@ -0,0 +1,173 @@ +Shader "TextMeshPro/Distance Field (UIEffect)" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(-1,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment frag + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #pragma shader_feature __ GRAYSCALE SEPIA NEGA PIXEL + #pragma shader_feature __ ADD SUBTRACT FILL + #pragma shader_feature __ FASTBLUR MEDIUMBLUR DETAILBLUR + #pragma shader_feature __ EX + + float4 _MainTex_TexelSize; + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc" + + #define UI_EFFECT 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "UI-Effect-TMPro.cginc" + + fixed4 frag(pixel_t IN) : SV_Target + { + fixed4 param = tex2D(_ParamTex, float2(0.5, IN.eParam)); + fixed effectFactor = param.x; + fixed colorFactor = param.y; + fixed blurFactor = param.z; + + #if PIXEL + half2 pixelSize = max(2, (1-effectFactor*0.95) * float2(_TextureWidth, _TextureHeight)); + UV(IN).xy = round(UV(IN).xy * pixelSize) / pixelSize; + #endif + + #if defined(UI_BLUR) && EX + half4 color = Tex2DBlurring(IN, blurFactor * float2(1/_TextureWidth, 1/_TextureHeight) * 4, IN.uvMask); + #elif defined(UI_BLUR) + half4 color = Tex2DBlurring(IN, blurFactor * float2(1/_TextureWidth, 1/_TextureHeight) * 4); + #else + half4 color = PixShader(IN) * IN.color.a; + #endif + + #if defined (UI_TONE) + color = ApplyToneEffect(color, effectFactor); + #endif + + color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor)); + color.rgb *= color.a; + + return color * IN.color.a; + } + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field (UIEffect)" +CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIEffect).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIEffect).shader.meta new file mode 100644 index 00000000..1ad55551 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIEffect).shader.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: fdc3d2db3815548ae9eea37e1be79f36 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _FaceTex: {instanceID: 0} + - _OutlineTex: {instanceID: 0} + - _BumpMap: {instanceID: 0} + - _Cube: {instanceID: 0} + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIHsvModifier).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIHsvModifier).shader new file mode 100644 index 00000000..14aecb47 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIHsvModifier).shader @@ -0,0 +1,156 @@ +Shader "TextMeshPro/Distance Field (UIHsvModifier)" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(-1,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment frag + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc" + + #define UI_HSV_MODIFIER 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "UI-Effect-TMPro.cginc" + + fixed4 frag(pixel_t IN) : SV_Target + { + half4 color = PixShader(IN); + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + // Hsv + color = ApplyHsvEffect(color, IN.eParam); + color.rgb *= IN.color.rgb; + + return color * IN.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field (UIHsv)" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIHsvModifier).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIHsvModifier).shader.meta new file mode 100644 index 00000000..370b55d4 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIHsvModifier).shader.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 58c5c12ea67b943f2bb08cdba8767f41 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _FaceTex: {instanceID: 0} + - _OutlineTex: {instanceID: 0} + - _BumpMap: {instanceID: 0} + - _Cube: {instanceID: 0} + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIShiny).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIShiny).shader new file mode 100644 index 00000000..ff9c4ca3 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIShiny).shader @@ -0,0 +1,154 @@ +Shader "TextMeshPro/Distance Field (UIShiny)" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(-1,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment frag + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc" + + #define UI_SHINY 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "UI-Effect-TMPro.cginc" + + fixed4 frag(pixel_t IN) : SV_Target + { + half4 color = PixShader(IN); + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + // Shiny + color = ApplyShinyEffect(color, IN.eParam); + + return color * IN.color.a; + } + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field (UIShiny)" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIShiny).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIShiny).shader.meta new file mode 100644 index 00000000..99db294c --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UIShiny).shader.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: 7a9c01b59189f4a738528999fa0aa9fe +ShaderImporter: + externalObjects: {} + defaultTextures: + - _FaceTex: {instanceID: 0} + - _OutlineTex: {instanceID: 0} + - _BumpMap: {instanceID: 0} + - _Cube: {instanceID: 0} + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UITransition).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UITransition).shader new file mode 100644 index 00000000..b6a47413 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UITransition).shader @@ -0,0 +1,157 @@ +Shader "TextMeshPro/Distance Field (UITransition)" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(-1,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + _SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment frag + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc" + + #define ADD 1 + #define UI_TRANSITION 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "UI-Effect-TMPro.cginc" + #pragma shader_feature __ FADE CUTOFF DISSOLVE + + fixed4 frag(pixel_t IN) : SV_Target + { + half4 color = PixShader(IN); + + // Transition + color = ApplyTransitionEffect(color, IN.eParam); + color.rgb *= color.a; + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color * IN.color.a; + } + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field (UITransition)" +CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UITransition).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UITransition).shader.meta new file mode 100644 index 00000000..0eac49ea --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF (UITransition).shader.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: fa7d8d6e393ae4a9b94b2331c7d0097c +ShaderImporter: + externalObjects: {} + defaultTextures: + - _FaceTex: {instanceID: 0} + - _OutlineTex: {instanceID: 0} + - _BumpMap: {instanceID: 0} + - _Cube: {instanceID: 0} + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIDissolve).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIDissolve).shader new file mode 100644 index 00000000..2ad9fe12 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIDissolve).shader @@ -0,0 +1,122 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field (UIDissolve)" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment frag + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc" + + #define MOBILE 1 + #define UI_DISSOLVE 1 + #define DISSOLVE 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "UI-Effect-TMPro.cginc" + #pragma shader_feature __ ADD SUBTRACT FILL + + fixed4 frag(pixel_t IN) : SV_Target + { + half4 color = PixShader(IN); + + // Dissolve + color = ApplyTransitionEffect(color, IN.eParam); + color.rgb *= color.a; + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color * IN.color.a; + } + ENDCG + } +} + +CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIDissolve).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIDissolve).shader.meta new file mode 100644 index 00000000..2e47f76c --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIDissolve).shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 15b053e7702f54708a75b82db8303cba +ShaderImporter: + externalObjects: {} + defaultTextures: + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIEffect).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIEffect).shader new file mode 100644 index 00000000..77efd50b --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIEffect).shader @@ -0,0 +1,140 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field (UIEffect)" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment frag + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #pragma shader_feature __ GRAYSCALE SEPIA NEGA PIXEL + #pragma shader_feature __ ADD SUBTRACT FILL + #pragma shader_feature __ FASTBLUR MEDIUMBLUR DETAILBLUR + #pragma shader_feature __ EX + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc" + + #define MOBILE 1 + #define UI_EFFECT 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "UI-Effect-TMPro.cginc" + + fixed4 frag(pixel_t IN) : SV_Target + { + fixed4 param = tex2D(_ParamTex, float2(0.5, IN.eParam)); + fixed effectFactor = param.x; + fixed colorFactor = param.y; + fixed blurFactor = param.z; + + #if PIXEL + half2 pixelSize = max(2, (1-effectFactor*0.95) * float2(_TextureWidth, _TextureHeight)); + UV(IN).xy = round(UV(IN).xy * pixelSize) / pixelSize; + #endif + + #if defined(UI_BLUR) && EX + half4 color = Tex2DBlurring(IN, blurFactor * float2(1/_TextureWidth, 1/_TextureHeight) * 4, IN.uvMask); + #elif defined(UI_BLUR) + half4 color = Tex2DBlurring(IN, blurFactor * float2(1/_TextureWidth, 1/_TextureHeight) * 4); + #else + half4 color = PixShader(IN) * IN.color.a; + #endif + + #if defined (UI_TONE) + color = ApplyToneEffect(color, effectFactor); + #endif + + color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor)); + color.rgb *= color.a; + + return color * IN.color.a; + } + ENDCG + } +} + +CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIEffect).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIEffect).shader.meta new file mode 100644 index 00000000..f1b060ca --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIEffect).shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: af5de66855c8d4b758264103262d4883 +ShaderImporter: + externalObjects: {} + defaultTextures: + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIHsvModifier).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIHsvModifier).shader new file mode 100644 index 00000000..35ea8990 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIHsvModifier).shader @@ -0,0 +1,120 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field (UIHsvModifier)" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment frag + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc" + + #define MOBILE 1 + #define UI_HSV_MODIFIER 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "UI-Effect-TMPro.cginc" + + fixed4 frag(pixel_t IN) : SV_Target + { + half4 color = PixShader(IN); + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + // Hsv + color = ApplyHsvEffect(color, IN.eParam); + color.rgb *= IN.color.rgb; + + return color * IN.color.a; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIHsvModifier).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIHsvModifier).shader.meta new file mode 100644 index 00000000..86d2d6ad --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIHsvModifier).shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 374467ba16b434455b8886b70c293a0d +ShaderImporter: + externalObjects: {} + defaultTextures: + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIShiny).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIShiny).shader new file mode 100644 index 00000000..c598b5ff --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIShiny).shader @@ -0,0 +1,119 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field (UIShiny)" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment frag + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc" + + #define MOBILE 1 + #define UI_SHINY 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "UI-Effect-TMPro.cginc" + + fixed4 frag(pixel_t IN) : SV_Target + { + half4 color = PixShader(IN); + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + // Shiny + color = ApplyShinyEffect(color, IN.eParam); + + return color * IN.color.a; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIShiny).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIShiny).shader.meta new file mode 100644 index 00000000..847eacbd --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UIShiny).shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f852f73c234534dbc9da0e57e661dc9d +ShaderImporter: + externalObjects: {} + defaultTextures: + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UITransition).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UITransition).shader new file mode 100644 index 00000000..8279ee2d --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UITransition).shader @@ -0,0 +1,122 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field (UITransition)" { + +Properties { + _FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + _OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment frag + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc" + + #define MOBILE 1 + #define ADD 1 + #define UI_TRANSITION 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "UI-Effect-TMPro.cginc" + #pragma shader_feature __ FADE CUTOFF DISSOLVE + + fixed4 frag(pixel_t IN) : SV_Target + { + half4 color = PixShader(IN); + + // Transition + color = ApplyTransitionEffect(color, IN.eParam); + color.rgb *= color.a; + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color * IN.color.a; + } + ENDCG + } +} + +CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UITransition).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UITransition).shader.meta new file mode 100644 index 00000000..7f354685 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_SDF-Mobile (UITransition).shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3158328dfc0344d72bc0e7eaa29cac0e +ShaderImporter: + externalObjects: {} + defaultTextures: + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIDissolve).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIDissolve).shader new file mode 100644 index 00000000..4f18be3b --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIDissolve).shader @@ -0,0 +1,90 @@ +Shader "TextMeshPro/Sprite (UIDissolve)" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #define TMP_SPRITE 1 + #define UI_DISSOLVE 1 + #define DISSOLVE 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc" + #pragma shader_feature __ ADD SUBTRACT FILL + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #if UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + // Dissolve + color = ApplyTransitionEffect(color, IN.eParam); + + return color; + } + ENDCG + } + } +CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIDissolve).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIDissolve).shader.meta new file mode 100644 index 00000000..ef2d8f0e --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIDissolve).shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 43184227f35f24905865f36834c4fea9 +timeCreated: 1450517184 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIEffect).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIEffect).shader new file mode 100644 index 00000000..d3ae4a67 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIEffect).shader @@ -0,0 +1,110 @@ +Shader "TextMeshPro/Sprite (UIEffect)" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #pragma shader_feature __ GRAYSCALE SEPIA NEGA PIXEL + #pragma shader_feature __ ADD SUBTRACT FILL + #pragma shader_feature __ FASTBLUR MEDIUMBLUR DETAILBLUR + #pragma shader_feature __ EX + + #define TMP_SPRITE 1 + #define UI_EFFECT 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc" + + fixed4 frag(v2f IN) : SV_Target + { + fixed4 param = tex2D(_ParamTex, float2(0.5, IN.eParam)); + fixed effectFactor = param.x; + fixed colorFactor = param.y; + fixed blurFactor = param.z; + + #if PIXEL + half2 pixelSize = max(2, (1-effectFactor*0.95) * _MainTex_TexelSize.zw); + IN.texcoord = round(IN.texcoord * pixelSize) / pixelSize; + #endif + + #if defined(UI_BLUR) && EX + half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2, IN.uvMask) + _TextureSampleAdd); + #elif defined(UI_BLUR) + half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2) + _TextureSampleAdd); + #else + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); + #endif + + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + + #if UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + #if defined (UI_TONE) + color = ApplyToneEffect(color, effectFactor); + #endif + + color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor)); + color.a *= IN.color.a; + + return color; + } + ENDCG + } + } +CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIEffect).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIEffect).shader.meta new file mode 100644 index 00000000..0b6da9c5 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIEffect).shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 466007890ce83421082c2d58b0121dcd +timeCreated: 1450517184 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIHsvModifier).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIHsvModifier).shader new file mode 100644 index 00000000..d8ea01c6 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIHsvModifier).shader @@ -0,0 +1,87 @@ +Shader "TextMeshPro/Sprite (UIHsvModifier)" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #define TMP_SPRITE 1 + #define UI_HSV_MODIFIER 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc" + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = tex2D(_MainTex, IN.texcoord);// + _TextureSampleAdd) * IN.color; + + #if UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + // Hsv + color = (ApplyHsvEffect(color, IN.eParam)+ _TextureSampleAdd) * IN.color; + + return color; + } + ENDCG + } + } +CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIHsvModifier).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIHsvModifier).shader.meta new file mode 100644 index 00000000..88ffa649 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIHsvModifier).shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1c6bc77283bff44c7aad3f18690f024b +timeCreated: 1450517184 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIShiny).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIShiny).shader new file mode 100644 index 00000000..c21f504b --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIShiny).shader @@ -0,0 +1,87 @@ +Shader "TextMeshPro/Sprite (UIShiny)" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #define TMP_SPRITE 1 + #define UI_SHINY 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc" + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #if UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + // Shiny + color = ApplyShinyEffect(color, IN.eParam); + + return color; + } + ENDCG + } + } +CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIShiny).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIShiny).shader.meta new file mode 100644 index 00000000..20af06a0 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UIShiny).shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c518dd47762104054aeb15fbb2092350 +timeCreated: 1450517184 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UITransition).shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UITransition).shader new file mode 100644 index 00000000..e88635c4 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UITransition).shader @@ -0,0 +1,90 @@ +Shader "TextMeshPro/Sprite (UITransition)" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + _NoiseTex("Noise Texture (A)", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #define TMP_SPRITE 1 + #define UI_TRANSITION 1 + #define ADD 1 + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc" + #include "Assets/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc" + #pragma shader_feature __ FADE CUTOFF DISSOLVE + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #if UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + // Transition + color = ApplyTransitionEffect(color, IN.eParam); + color.rgb *= color.a; + + return color; + } + ENDCG + } + } +CustomEditor "Coffee.UIEffect.Editors.TMP_SDFShaderGUI" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UITransition).shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UITransition).shader.meta new file mode 100644 index 00000000..ae050607 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/TMP_Sprite (UITransition).shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 8a91c64bfdfa7448cb176a87750a6b64 +timeCreated: 1450517184 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/UI-Effect-TMPro.cginc b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/UI-Effect-TMPro.cginc new file mode 100644 index 00000000..bc41b465 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/UI-Effect-TMPro.cginc @@ -0,0 +1,452 @@ +#ifndef UI_EFFECT_TMPRO_INCLUDED +#define UI_EFFECT_TMPRO_INCLUDED + +// Used by Unity internally to handle Texture Tiling and Offset. +float4 _FaceTex_ST; +float4 _OutlineTex_ST; + + +#if MOBILE +#define UV(x) x.texcoord0 +#define UV2(x) x.texcoord1 + +struct vertex_t { + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; +#if EX + float2 uvMask : TEXCOORD2; +#endif +}; + +struct pixel_t { + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) +#if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) +#endif + fixed4 color : COLOR2; +#if UI_DISSOLVE || UI_TRANSITION + half3 eParam : TEXCOORD5; +#elif UI_SHINY + half2 eParam : TEXCOORD5; +#else + half eParam : TEXCOORD5; +#endif +#if EX + half4 uvMask : TEXCOORD6; +#endif +}; + + +pixel_t VertShader(vertex_t input) +{ + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * 1.5; + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + +// float opacity = input.color.a; +//#if (UNDERLAY_ON | UNDERLAY_INNER) +// opacity = 1.0; +//#endif + + fixed4 faceColor = input.color * _FaceColor; +// fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; +// faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; +// outlineColor.a *= opacity; +// outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + +#if (UNDERLAY_ON | UNDERLAY_INNER) + + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); +#endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Structure for pixel shader + #if UI_DISSOLVE || UI_TRANSITION + half3 param = UnpackToVec3(input.texcoord0.y); + #elif UI_SHINY + half2 param = UnpackToVec2(input.texcoord0.y); + #else + half param = input.texcoord0.y; + #endif + + #if UI_EFFECT + input.texcoord0 = UnpackToVec2(input.texcoord0.x) * 2 - 0.5; + #else + input.texcoord0 = UnpackToVec2(input.texcoord0.x); + #endif + pixel_t output = { + vPosition, + faceColor, + outlineColor, + float4(input.texcoord0, maskUV.x, maskUV.y), + half4(scale, bias - outline, bias + outline, bias), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4(input.texcoord0 + layerOffset, input.color.a, 0), + half2(layerScale, layerBias), + #endif + input.color, + param, + #if EX + half4(UnpackToVec2(input.uvMask.x), UnpackToVec2(input.uvMask.y)), + #endif + }; + + return output; +} + + +// PIXEL SHADER +fixed4 PixShader(pixel_t input) : SV_Target +{ + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + +#ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); +#endif + +#if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); +#endif + +#if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); +#endif + +// Alternative implementation to UnityGet2DClipping with support for softness. +#if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; +#endif + +#if (UNDERLAY_ON | UNDERLAY_INNER) +// c *= input.texcoord1.z; +#endif + +// Dissolve +//c = ApplyTransitionEffect(c, input.eParam); +//c.rgb *= c.a; + +#if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); +#endif + + return c; +} + +#else +#define UV(x) x.atlas +#define UV2(x) x.texcoord2 + +struct vertex_t { + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; +#if EX + float2 uvMask : TEXCOORD2; +#endif +}; + + +struct pixel_t { + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + +#if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; +#endif + float4 textures : TEXCOORD5; +#if UI_DISSOLVE || UI_TRANSITION + half3 eParam : TEXCOORD6; +#elif UI_SHINY + half2 eParam : TEXCOORD6; +#else + half eParam : TEXCOORD6; +#endif +#if EX + half4 uvMask : TEXCOORD7; +#endif +}; + +pixel_t VertShader(vertex_t input) +{ + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * 1.5; + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); + +#if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); +#endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + +#if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); +#endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + #if UI_DISSOLVE || UI_TRANSITION + half3 param = UnpackToVec3(input.texcoord0.y); + #elif UI_SHINY + half2 param = UnpackToVec2(input.texcoord0.y); + #else + half param = input.texcoord0.y; + #endif + + #if UI_EFFECT + input.texcoord0 = UnpackToVec2(input.texcoord0.x) * 2 - 0.5; + #else + input.texcoord0 = UnpackToVec2(input.texcoord0.x); + #endif + pixel_t output = { + vPosition, + input.color, + input.texcoord0, + float4(alphaClip, scale, bias, weight), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz), + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4(input.texcoord0 + bOffset, bScale, bBias), + underlayColor, + #endif + float4(faceUV, outlineUV), + param, + #if EX + half4(UnpackToVec2(input.uvMask.x), UnpackToVec2(input.uvMask.y)), + #endif + }; + + return output; +} + + +fixed4 PixShader(pixel_t input)// : SV_Target +{ + float c = tex2D(_MainTex, input.atlas).a; + +// #ifndef UNDERLAY_ON +// clip(c - input.param.x); +// #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + +// faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + +#if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; +#endif + +#if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); +#endif + +#if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); +#endif + +#if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; +#endif + +// Alternative implementation to UnityGet2DClipping with support for softness. +#if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; +#endif + +//#if UNITY_UI_ALPHACLIP +// clip(faceColor.a - 0.001); +//#endif + + return faceColor; +} + +#endif + +#if defined(UI_BLUR) +fixed4 Tex2DBlurring (pixel_t IN, half2 blur, half4 mask) +{ + #if FASTBLUR && EX + const int KERNEL_SIZE = 5; + const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486}; + #elif MEDIUMBLUR && EX + const int KERNEL_SIZE = 9; + const float KERNEL_[9] = { 0.0438, 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719, 0.0438}; + #elif DETAILBLUR && EX + const int KERNEL_SIZE = 13; + const float KERNEL_[13] = { 0.0438, 0.1138, 0.2486, 0.4566, 0.7046, 0.9141, 1.0, 0.9141, 0.7046, 0.4566, 0.2486, 0.1138, 0.0438}; + #elif FASTBLUR + const int KERNEL_SIZE = 3; + const float KERNEL_[3] = { 0.4566, 1.0, 0.4566}; + #elif MEDIUMBLUR + const int KERNEL_SIZE = 5; + const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486}; + #elif DETAILBLUR + const int KERNEL_SIZE = 7; + const float KERNEL_[7] = { 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719}; + #else + const int KERNEL_SIZE = 1; + const float KERNEL_[1] = { 1.0 }; + #endif + float4 o = 0; + float sum = 0; + float2 shift = 0; + half alpha = IN.color.a; + half2 texcood = UV(IN); + #if UNDERLAY_ON + half2 texcood2 = UV2(IN); + #endif + for(int x = 0; x < KERNEL_SIZE; x++) + { + shift.x = blur.x * (float(x) - KERNEL_SIZE/2); + for(int y = 0; y < KERNEL_SIZE; y++) + { + shift.y = blur.y * (float(y) - KERNEL_SIZE/2); + float2 uv = texcood + shift; + float weight = KERNEL_[x] * KERNEL_[y]; + sum += weight; + UV(IN).xy = uv; + IN.color.a = weight; + + #if UNDERLAY_ON + UV2(IN).xy = texcood2 + shift; + #endif + + #if EX + fixed masked = min(mask.x <= uv.x, uv.x <= mask.z) * min(mask.y <= uv.y, uv.y <= mask.w); + o += lerp(fixed4(0, 0, 0, 0), PixShader(IN) * weight, masked); + #else + o += PixShader(IN) * weight; + #endif + } + } + IN.color.a = alpha; + return o / sum;// * alpha; +} + +fixed4 Tex2DBlurring (pixel_t IN, half2 blur) +{ + return Tex2DBlurring(IN, blur, half4(0,0,1,1)); +} +#endif + + + +#endif // UI_EFFECT_TMPRO_INCLUDED diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/UI-Effect-TMPro.cginc.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/UI-Effect-TMPro.cginc.meta new file mode 100644 index 00000000..80537ae8 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/ForTMPro/Shaders/UI-Effect-TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c6f704fc82d194f60ac2b8884db48ffe +timeCreated: 1487915863 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/LICENSE.md b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/LICENSE.md new file mode 100644 index 00000000..a26d8fbe --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/LICENSE.md @@ -0,0 +1,7 @@ +Copyright 2017 mob-sakai + +Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/LICENSE.md.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/LICENSE.md.meta new file mode 100644 index 00000000..9cce1107 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/LICENSE.md.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5c8ea34522dd786479be28b1347542b7 +timeCreated: 1515125149 +licenseType: Free +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Materials.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Materials.meta new file mode 100644 index 00000000..38c5f668 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Materials.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 39ac2ac7853a94fbc9d9e3d1151b9dfe +folderAsset: yes +timeCreated: 1515203270 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Materials/UI-Effect-Dissolve.mat b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Materials/UI-Effect-Dissolve.mat new file mode 100644 index 00000000..bcf6a8a0 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Materials/UI-Effect-Dissolve.mat @@ -0,0 +1,170 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!21 &2100000 +Material: + serializedVersion: 6 + m_ObjectHideFlags: 8 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: UI-Effect-Dissolve + m_Shader: {fileID: 4800000, guid: e1b48dc831eb147e9886c049033213bf, type: 3} + m_ShaderKeywords: + m_LightmapFlags: 1 + m_EnableInstancingVariants: 0 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 + stringTagMap: {} + disabledShaderPasses: [] + m_SavedProperties: + serializedVersion: 3 + m_TexEnvs: + - 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[See changelog ![](https://img.shields.io/github/release-date/mob-sakai/UIEffect.svg?label=last%20updated)](https://github.com/mob-sakai/UIEffect/blob/develop/CHANGELOG.md) +### Do you want to receive notifications for new releases? [Watch this repo ![](https://img.shields.io/github/watchers/mob-sakai/UIEffect.svg?style=social&label=Watch)](https://github.com/mob-sakai/UIEffect/subscription) +### Support me on Patreon! [![become_a_patron](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?) + + + +



+## Description + +Let's decorate your UI with effects! +You can control parameters as you like from the script as well as inspector. +AnimationClip is supported as a matter of course! + +![thumbnail](https://user-images.githubusercontent.com/12690315/41398364-155cf5a6-6ff2-11e8-8124-9d16ef6ca267.gif) +![image](https://user-images.githubusercontent.com/12690315/38594668-636dd3ac-3d82-11e8-9951-820964a6a95f.gif) + +

+#### Available effects + +| Component | Features | Screenshot | +|-|-|-| +|**UIEffect**|Combine some visual effects.

**Effect Mode:** Grayscale, Sepia, Nega, Pixelation
**Color Mode:** Multiply, Fill, Additive, Subtract
**Blur Mode:** Fast, Medium, Detail
**Advanced Blur:** Enable more beautiful blurring.|| +|**UICaptured EffectImage**|Capture a screenshot of a specific frame with effect, and display it.
This effect is non-realtime, light-weight, less-camera, but be effective enough.

**Effect Mode:** Grayscale, Sepia, Nega, Pixelation
**Color Mode:** Multiply, Fill, Additive, Subtract
**Blur Mode:** Fast, Medium, Detail
**Quality Mode:** Fast, Medium, Detail, Custom
**Capture On Enable:** When the component is enable, capture screen automatically.
**Blur iterations:** Number of blur iterations.
**Reduction/Downsampling Rate:** None, x1, x2, x4, x8
**Fit size to screen:** Fit RectTransform to the screen on captured.
**Immediate Capturing:**

*NOTE: This component can be used with UIEffect, UITransition etc.*
*NOTE: Immediate capturing does not support LWRP, WebGL and Unity 5.x for iOS/Mac.*|| +|**UIShiny**|Apply shining effect to a graphic.
The effect does not require Mask component or normal map.

**Parameters:** Effect factor, Width, Rotation, Softness, Brightness, Gloss
**Effect Player:** To play shining, enable `Play` in inspector or call `Play()` from script.|| +|**UIDissolve**|Apply dissolve effect to a graphic.

**Color Mode for edge:** Multiply, Fill, Additive, Subtract
**Parameters:** Effect factor, Width, Rotation, Softness, Edge color
**Options:** Effect area, Keep effect aspect ratio
**Effect Player:** To play dissolving, call `Play()` from script.|| +|**UIHsvModifier**|Modify HSV for graphic.

**Target:** Color, Range
**Adjustment:** Hue, Saturation, Value|| +|**UITransition Effect**|Apply transition effect with a single channel texture.

**Effect Mode:** Cutoff, Fade, Dissolve
**Options:** Effect area, Keep effect aspect ratio, transition texture
**Pass Ray On Hidden:** Disable the graphic's raycastTarget on hidden.
**Effect Player:** To show/hide transition, call `Show()/Hide()` from script.|| + +

+##### The following effects can be used with the above components. + +| Component | Features | Screenshot | +|-|-|-| +|**UIShadow**|Add shadow/outline to a graphic.
The performance is better than the default Shadow/Outline component.

**ShadowStyle:** Shadow, Shadow3, Outline, Outline8|| +|**UIGradient**|Change vertex color as gradient with angle and offset.

**Direction:** Horizontal, Vertical, Angle, Diagonal
**Options:** Offset, Color space|| +|**UIFlip**|Flip a graphic.

**Direction:** Horizontal, Vertical, Both|| + + + + +



+## Demo + +[WebGL Demo](http://mob-sakai.github.io/UIEffect) + +* Effect sample +* Transition +* Dialog window with blured background +* Included in unitypackage + + + + +



+## Usage + +1. Download UIEffect.unitypackage from [Releases](https://github.com/mob-sakai/UIEffect/releases). +2. Import the package into your Unity project. Select `Import Package > Custom Package` from the `Assets` menu. +![](https://user-images.githubusercontent.com/12690315/46570979-edbb5a00-c9a7-11e8-845d-c5ee279effec.png) +3. In Unity5.6+, enable `TexCoord1` channel of canvas. See also [Development Note](##note-unity-56). +![](https://user-images.githubusercontent.com/12690315/46567584-3525f400-c970-11e8-9839-5c9e810b0b80.png) +4. Add any effect component to UI element (Image, RawImage, Text, etc...) from `Add Component` in inspector or `Component > UI > UIEffect > ...` menu. +![](https://user-images.githubusercontent.com/12690315/46570977-ebf19680-c9a7-11e8-9ffb-174f56107070.png) +6. Adjust the parameters of the effect as you like, in inspector. +![image](https://user-images.githubusercontent.com/12690315/38594668-636dd3ac-3d82-11e8-9951-820964a6a95f.gif) +7. Enjoy! + + +#### Usage with TextMeshPro + +1. Add a symbol `TMP_PRESENT` to scripting define symbols. +![](https://user-images.githubusercontent.com/12690315/54080742-14583500-433a-11e9-815b-8ed600697569.png) +2. If the material does not support the effect component, the following warning will be displayed. +When you press the Fix button, new material is automatically generated and set. +![](https://user-images.githubusercontent.com/12690315/49728471-377d3500-fcb6-11e8-849b-d664aeb9da75.png) +3. If you want to use material variants, select `Create Material Preset` from the context menu to duplicate the material. +![](https://user-images.githubusercontent.com/12690315/53881014-dfa45f00-4055-11e9-833f-7409adebc542.png) +4. Effect mode, color mode, blur mode and etc. can not be changed from the component editor. +Change them from the material editor. +![](https://user-images.githubusercontent.com/12690315/53782892-bea71580-3f52-11e9-9d43-e7cb6761f52c.png) +5. If you want to enable "Advanced Blur", enable `TexCoord2` channel of canvas. +![](https://user-images.githubusercontent.com/12690315/46567584-3525f400-c970-11e8-9839-5c9e810b0b80.png) + + +#### Usage without TextMeshPro + +1. When you uninstalled TextMeshPro from the project, remove a symbol `TMP_PRESENT` to scripting define symbols. +![](https://user-images.githubusercontent.com/12690315/54080761-cabc1a00-433a-11e9-97ab-431cf1cfe602.png) + + +##### Requirement + +* Unity 5.5+ *(included Unity 2018.x)* +* No other SDK are required + + + + +



+## Example of using + +| Case | Description | Screenshot | +|-|-|-| +|Lock/unlock contents|Use UIEffect to apply grayscale.
Indicate to user that the content is unavailable.|![](https://user-images.githubusercontent.com/12690315/46563469-aba8fe80-c93c-11e8-850f-949f6f8da742.png)| +|Silhouette|Use UIEffect for filling color.|![](https://user-images.githubusercontent.com/12690315/46563576-3db10700-c93d-11e8-960e-4336ff3ce481.png)| +|Soft shadow/
Outer glow|Use UIEffect and UIShadow to blur the shadow.
To blur only shadow, set `Blur Factor` in UIEffect to 0.|![](https://user-images.githubusercontent.com/12690315/46566001-452edb00-c952-11e8-9cc4-6098a9eb67f3.png)| +|Colored shadow|Use UIEffect and UIShadow to fill shadow with color.
To fill only shadow, set `Color Factor` in UIEffect to 0.|![](https://user-images.githubusercontent.com/12690315/46566000-452edb00-c952-11e8-8d20-6ccc3fa92ae4.png)| +|Blurred dynamic font|Use UIEffect to blur text.
To blur dynamic font cleanly, enable `Advanced Blur` option.|![](https://user-images.githubusercontent.com/12690315/46566002-45c77180-c952-11e8-87cb-4d915e0614be.png)| +|Text with outline & shadow|Use two UIShadows to add outline and shadow.
There is less overdraw than default Outline/Shadow `(Default: 1 x 5 x 2 = 10 overdraws, UIShadow: 1 + 4 + 1 = 6 overdraws)`.|![](https://user-images.githubusercontent.com/12690315/46566003-45c77180-c952-11e8-9b47-7bf563ffbaa7.png)| +|Shining button|Use UIShiny for shining button.
Shine the button and indicate to user that you can press the button.
Enable `Play` and `Loop` option to shine it without any AnimationClip.|![](https://user-images.githubusercontent.com/12690315/46563539-fb87c580-c93c-11e8-8c08-0f21872c47d4.gif)| +|Blurring the background of a menu|Use UIEffectCapturedImage to blur the background of a menu.
UIEffectCapturedImage applies an effect to the screen of the previous frame, without adding a camera or layer.
It's not a real-time post effect, so it's good performance and works well on mobile.|![](https://user-images.githubusercontent.com/12690315/46565712-735dec00-c94d-11e8-81b4-4e848d8fdb2e.png)| +|Screen transition|Use UITransitionEffect to add screen transition.
You can change transition texture (single channel texture).
Enable `Pass Ray On Hidden` option and use `Show()/Hide()` method to play transition without AnimationClip.|![](https://user-images.githubusercontent.com/12690315/46565182-dfd5ec80-c947-11e8-834f-a2ef67ad0d95.gif)| + + + + +



+## Development Note + +#### How does UIEffectCapturedImage work? + +![image](https://user-images.githubusercontent.com/12690315/34619147-868cb36a-f284-11e7-8122-b924ff09077f.gif) + +`UIEffectCapturedImage` is similar to post effect, but uses `CommandBuffer` to give effect only on the rendering result (= captured image) of a specific frame. +This effect is non-realtime, light-weight, less-camera, blit only once, but be effective enough. + +* Camera for processing effect is unnecessary. +* Process effect only once after `UIEffectCapturedImage.Capture`. +* Using reduction buffer, keep using memory size small and keep the rendering load are small. +* When GameObjects with motion are on the screen, a result texture may be stirred. +* You can overlay and display like as: +`[Screen] | [UIEffectCapturedImage] | [Dialog A] | [UIEffectCapturedImage] | [Dialog B]`. +See also [Demo](#demo). + + +#### Why is UIEffect lightweight? + +* UIEffect pre-generates material from a combination of effects. This has the following benefits. + * Draw call batching If possible, draw calls will decrease. + * Since only the required material and shader variants are included in the build, the build size will be smaller. + + +#### How to control effect parameters for uGUI element WITHOUT MaterialPropertyBlock? + +* In general, you can use [MaterialPropertyBlock](https://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html) for renderers to control minor changes in the material without different batches. +* However, changing the [MaterialPropertyBlock](https://docs.unity3d.com/ScriptReference/MaterialPropertyBlock.html) of the uGUI element from the script will cause different batches and draw calls to increase. +* So UIEffect encodes multiple effect parameters to UV1 channel with [IMeshModifier](https://docs.unity3d.com/ScriptReference/UI.IMeshModifier.html). + * Pack four 6-bit [0-1] (64 steps) parameters into one float value. + * The parameters are lower precision, but sufficient. + +| uv1 | 6-bit [0-1] | 6-bit [0-1] | 6-bit [0-1] | 6-bit [0-1] | +|-|-|-|-|-| +| x(32bit float) | Tone level | *Empty* | Blur level | *Empty* | +| y(32bit float) | Red channel | Green channel | Blue channel | Alpha channel | + +* In v3.0.0+, UIEffect uploads the parameter value to a shared texture and the shader refers to it. +This approach has the following advantages: + * More parameters for the effect are available. + * The parameter accuracy is improved from 6 bits to 8 bits. + * ModifyMesh is not called when parameter value is changed. + + +#### Note: Unity 5.6+ + +In Unity 5.6+, Canvas supports **Additional Shader Channels**. +Please enable `TexCoord1` to use UIEffect. +![image](https://user-images.githubusercontent.com/12690315/28405830-f4f261e8-6d68-11e7-9faf-7e5442062f59.png) +![image](https://user-images.githubusercontent.com/12690315/34560894-191b6cda-f18b-11e7-9de2-9a9d13f72ccd.png) + + +#### Note: if you include prefabs / scenes containing UIEffect in AssetBundle. + +Use script define symbol `UIEFFECT_SEPARATE`. +Unused shader variants and materials will be excluded from AssetBundles. + +||Combined mode (default)|Separated mode| +|-|-|-| +|Script define symbol| - |`UIEFFECT_SEPARATE`| +|Included in build|Only used variants|Only used variants| +|Included in AssetBundle|All variants (Heavy!)|Only used variants| +|Look in editor|![comb](https://user-images.githubusercontent.com/12690315/35324040-df4f1684-0132-11e8-9534-f958b93de158.png)|![sep](https://user-images.githubusercontent.com/12690315/35324405-fd5e89a6-0133-11e8-9d23-71ccc424fa21.png)| + + +#### How to improve performance? + +* Use `ShaderVariantCollection` to preload shader. +https://docs.unity3d.com/Manual/OptimizingShaderLoadTime.html +* Set camera's clear flag to "Solid Color". +* Enable multi thread rendering. + + +#### The issue of default Outline component + +Graphic with multiple outline components will generate a lot of overdraw. + +![image](https://user-images.githubusercontent.com/12690315/34552373-600fdab2-f164-11e7-8565-21c15af92a93.png) + +This is an overdraw view of image with three outline components. +Because there are many overdraws, it is very bright! +For each Outline component, increase the mesh by 5 times. (In the case of the Shadow component, it doubles the mesh.) +In the image above, `1 x 5 x 5 x 5 = 125` overdraws are generated. + +UIShadow's 'Addition Shadow' feature solves this issue by adding only the necessary mesh, `1 + 4 + 4 + 4 = 13` overdraws are generated. + + + + +



+## License + +* MIT +* © UTJ/UCL + + + +## Author + +[mob-sakai](https://github.com/mob-sakai) +[![](https://img.shields.io/twitter/follow/mob_sakai.svg?label=Follow&style=social)](https://twitter.com/intent/follow?screen_name=mob_sakai) +[![become_a_patron](https://user-images.githubusercontent.com/12690315/50731629-3b18b480-11ad-11e9-8fad-4b13f27969c1.png)](https://www.patreon.com/join/2343451?) + + + +## See Also + +* GitHub page : https://github.com/mob-sakai/UIEffect +* Releases : https://github.com/mob-sakai/UIEffect/releases +* Issue tracker : https://github.com/mob-sakai/UIEffect/issues +* Current project : https://github.com/mob-sakai/UIEffect/projects/1 +* Change log : https://github.com/mob-sakai/UIEffect/blob/master/CHANGELOG.md diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/README.md.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/README.md.meta new file mode 100644 index 00000000..34443f3e --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/README.md.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ddc08462bf3e14c82929e462ff7823e7 +timeCreated: 1502939317 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts.meta new file mode 100644 index 00000000..d4dca943 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a75d49073646347b1955a9f9df36cc45 +folderAsset: yes +timeCreated: 1527743733 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common.meta new file mode 100644 index 00000000..36580c4a --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 04feaefc7cdee4c13abcd553a1a6e3a9 +folderAsset: yes +timeCreated: 1528368324 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BaseMeshEffect.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BaseMeshEffect.cs new file mode 100644 index 00000000..79b1658c --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BaseMeshEffect.cs @@ -0,0 +1,565 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.UI; + +#if TMP_PRESENT +using System.Collections.Generic; +using TMPro; +#if UNITY_EDITOR +using UnityEditor; +using System.IO; +using System.Linq; +#endif +#endif + +namespace Coffee.UIExtensions +{ + /// + /// Base class for effects that modify the generated Mesh. + /// It works well not only for standard Graphic components (Image, RawImage, Text, etc.) but also for TextMeshPro and TextMeshProUGUI. + /// + [ExecuteInEditMode] + public abstract class BaseMeshEffect : UIBehaviour, IMeshModifier + { + //################################ + // Constant or Static Members. + //################################ +#if TMP_PRESENT + static readonly List s_Uv0 = new List (4096); + static readonly List s_Uv1 = new List (4096); + #if UNITY_2017_1_OR_NEWER + static readonly List s_Uv2 = new List (4096); + static readonly List s_Uv3 = new List (4096); + #endif + static readonly List s_Vertices = new List (4096); + static readonly List s_Indices = new List (4096); + static readonly List s_Normals = new List (4096); + static readonly List s_Tangents = new List (4096); + static readonly List s_Colors = new List (4096); + static readonly VertexHelper s_VertexHelper = new VertexHelper (); + static readonly List s_SubMeshUIs = new List (4096); + static readonly List s_Meshes = new List (4096); + static readonly List s_UIVertices = new List (4096); + static readonly List s_TmpEffects = new List(4); +#endif + static readonly Material [] s_EmptyMaterials = new Material [0]; + + + //################################ + // Public Members. + //################################ + /// + /// The Graphic attached to this GameObject. + /// + public Graphic graphic { get { Initialize (); return _graphic; } } + + /// + /// The CanvasRenderer attached to this GameObject. + /// + public CanvasRenderer canvasRenderer { get { Initialize (); return _canvasRenderer; } } + +#if TMP_PRESENT + /// + /// The TMP_Text attached to this GameObject. + /// + public TMP_Text textMeshPro { get { Initialize (); return _textMeshPro; } } +#endif + + /// + /// The RectTransform attached to this GameObject. + /// + public RectTransform rectTransform { get { Initialize (); return _rectTransform; } } + +#if UNITY_5_6_OR_NEWER + /// + /// Additional canvas shader channels to use this component. + /// + public virtual AdditionalCanvasShaderChannels requiredChannels { get { return AdditionalCanvasShaderChannels.None; } } +#endif + + /// + /// Is TextMeshPro or TextMeshProUGUI attached to this GameObject? + /// + public bool isTMPro + { + get + { +#if TMP_PRESENT + return textMeshPro != null; +#else + return false; +#endif + } + } + + /// + /// The material for rendering. + /// + public virtual Material material + { + get + { + +#if TMP_PRESENT + if (textMeshPro) + { + return textMeshPro.fontSharedMaterial; + } + else +#endif + if (graphic) + { + return graphic.material; + } + else + { + return null; + } + } + set + { +#if TMP_PRESENT + if (textMeshPro) + { + textMeshPro.fontSharedMaterial = value; + } + else +#endif + if (graphic) + { + graphic.material = value; + } + } + } + + public virtual Material[] materials + { + get + { + +#if TMP_PRESENT + if (textMeshPro) + { + return textMeshPro.fontSharedMaterials ?? s_EmptyMaterials; + } + else +#endif + if (graphic) + { + _materials [0] = graphic.material; + return _materials; + } + else + { + return s_EmptyMaterials; + } + } + } + + /// + /// Call used to modify mesh. (legacy) + /// + /// Mesh. + public virtual void ModifyMesh (Mesh mesh) + { + } + + /// + /// Call used to modify mesh. + /// + /// VertexHelper. + public virtual void ModifyMesh (VertexHelper vh) + { + } + + /// + /// Mark the vertices as dirty. + /// + public virtual void SetVerticesDirty () + { +#if TMP_PRESENT + if (textMeshPro) + { + foreach (var info in textMeshPro.textInfo.meshInfo) + { + var mesh = info.mesh; + if (mesh) + { + mesh.Clear (); + mesh.vertices = info.vertices; + mesh.uv = info.uvs0; + mesh.uv2 = info.uvs2; + mesh.colors32 = info.colors32; + mesh.normals = info.normals; + mesh.tangents = info.tangents; + mesh.triangles = info.triangles; + } + } + + if (canvasRenderer) + { + canvasRenderer.SetMesh (textMeshPro.mesh); + + GetComponentsInChildren (false, s_SubMeshUIs); + foreach (var sm in s_SubMeshUIs) + { + sm.canvasRenderer.SetMesh (sm.mesh); + } + s_SubMeshUIs.Clear (); + } + textMeshPro.havePropertiesChanged = true; + } + else +#endif + if (graphic) + { + graphic.SetVerticesDirty (); + } + } + + public void ShowTMProWarning (Shader shader, Shader mobileShader, Shader spriteShader, System.Action onCreatedMaterial) + { +#if UNITY_EDITOR && TMP_PRESENT + if(!textMeshPro || !textMeshPro.fontSharedMaterial) + { + return; + } + + // Is the material preset for dissolve? + Material m = textMeshPro.fontSharedMaterial; + if (m.shader != shader && m.shader != mobileShader) + { + EditorGUILayout.BeginHorizontal (); + EditorGUILayout.HelpBox (string.Format("{0} requires '{1}' or '{2}' as a shader for material preset.", GetType().Name, shader.name, mobileShader.name), MessageType.Warning); + if(GUILayout.Button ("Fix")) + { + var correctShader = m.shader.name.Contains ("Mobile") ? mobileShader : shader; + textMeshPro.fontSharedMaterial = ModifyTMProMaterialPreset (m, correctShader, onCreatedMaterial); + } + EditorGUILayout.EndHorizontal (); + return; + } + + // Is the sprite asset for dissolve? + TMP_SpriteAsset spriteAsset = textMeshPro.spriteAsset ?? TMP_Settings.GetSpriteAsset (); + // Sprite asset might not exist at all + if(spriteAsset == null) { + return; + } + + m = spriteAsset.material; + if (m && m.shader != spriteShader && textMeshPro.richText && textMeshPro.text.Contains(" ().Select (x => x.gameObject).ToList ().ForEach (DestroyImmediate); + GetComponentsInChildren ().Select (x => x.gameObject).ToList ().ForEach (DestroyImmediate); + textMeshPro.spriteAsset = ModifyTMProSpriteAsset (m, spriteShader, onCreatedMaterial); + } + EditorGUILayout.EndHorizontal (); + return; + } + } + + Material ModifyTMProMaterialPreset (Material baseMaterial, Shader shader, System.Action onCreatedMaterial) + { + string path = AssetDatabase.GetAssetPath (baseMaterial); + string filename = Path.GetFileNameWithoutExtension (path) + " (" + GetType ().Name + ")"; + Material mat = Resources.Load (TMP_Settings.defaultFontAssetPath + filename); + if (!mat) + { + mat = new Material (baseMaterial) + { + shaderKeywords = baseMaterial.shaderKeywords, + shader = shader, + }; + onCreatedMaterial (mat); + AssetDatabase.CreateAsset (mat, Path.GetDirectoryName (path) + "/" + filename + ".mat"); + + EditorUtility.FocusProjectWindow (); + EditorGUIUtility.PingObject (mat); + } + else + { + mat.shader = shader; + } + EditorUtility.SetDirty (mat); + return mat; + } + + TMP_SpriteAsset ModifyTMProSpriteAsset (Material baseMaterial, Shader shader, System.Action onCreatedMaterial) + { + string path = AssetDatabase.GetAssetPath (baseMaterial); + string filename = Path.GetFileNameWithoutExtension (path) + " (" + this.GetType ().Name + ")"; + TMP_SpriteAsset spriteAsset = Resources.Load (TMP_Settings.defaultSpriteAssetPath + filename); + if (!spriteAsset) + { + AssetDatabase.CopyAsset (path, Path.GetDirectoryName (path) + "/" + filename + ".mat"); + spriteAsset = Resources.Load (TMP_Settings.defaultSpriteAssetPath + filename); + spriteAsset.material.shader = shader; + spriteAsset.material.name = shader.name; + onCreatedMaterial (spriteAsset.material); + + EditorUtility.FocusProjectWindow (); + EditorGUIUtility.PingObject (spriteAsset); + } + else + { + spriteAsset.material.shader = shader; + } + EditorUtility.SetDirty (spriteAsset); + return spriteAsset; +#endif + } + + + //################################ + // Protected Members. + //################################ + /// + /// Should the effect modify the mesh directly for TMPro? + /// + protected virtual bool isLegacyMeshModifier { get { return false; } } + + + protected virtual void Initialize () + { + if (!_initialized) + { + _initialized = true; + _graphic = _graphic ?? GetComponent (); + _canvasRenderer = _canvasRenderer ?? GetComponent (); + _rectTransform = _rectTransform ?? GetComponent (); +#if TMP_PRESENT + _textMeshPro = _textMeshPro ?? GetComponent (); +#endif + } + } + + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable () + { + _initialized = false; + SetVerticesDirty (); +#if TMP_PRESENT + if (textMeshPro) + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Add (OnTextChanged); + } +#endif + +#if UNITY_EDITOR && TMP_PRESENT + if (graphic && textMeshPro) + { + GraphicRebuildTracker.TrackGraphic (graphic); + } +#endif + +#if UNITY_5_6_OR_NEWER + if (graphic) + { + AdditionalCanvasShaderChannels channels = requiredChannels; + var canvas = graphic.canvas; + if (canvas && (canvas.additionalShaderChannels & channels) != channels) + { + Debug.LogWarningFormat (this, "Enable {1} of Canvas.additionalShaderChannels to use {0}.", GetType ().Name, channels); + } + } +#endif + } + + /// + /// This function is called when the behaviour becomes disabled () or inactive. + /// + protected override void OnDisable () + { +#if TMP_PRESENT + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove (OnTextChanged); +#endif + SetVerticesDirty (); + +#if UNITY_EDITOR && TMP_PRESENT + if (graphic && textMeshPro) + { + GraphicRebuildTracker.UnTrackGraphic (graphic); + } +#endif + } + + + /// + /// LateUpdate is called every frame, if the Behaviour is enabled. + /// + protected virtual void LateUpdate () + { +#if TMP_PRESENT + if (textMeshPro) + { + if (textMeshPro.havePropertiesChanged || _isTextMeshProActive != textMeshPro.isActiveAndEnabled) + { + SetVerticesDirty (); + } + _isTextMeshProActive = textMeshPro.isActiveAndEnabled; + } +#endif + } + + /// + /// Callback for when properties have been changed by animation. + /// + protected override void OnDidApplyAnimationProperties () + { + SetVerticesDirty (); + } + +#if UNITY_EDITOR + /// + /// This function is called when the script is loaded or a value is changed in the inspector (Called in the editor only). + /// + protected override void OnValidate () + { + SetVerticesDirty (); + } +#endif + + + //################################ + // Private Members. + //################################ + bool _initialized; + CanvasRenderer _canvasRenderer; + RectTransform _rectTransform; + Graphic _graphic; + Material [] _materials = new Material [1]; + +#if TMP_PRESENT + bool _isTextMeshProActive; + TMP_Text _textMeshPro; + + /// + /// Called when any TextMeshPro generated the mesh. + /// + /// TextMeshPro object. + void OnTextChanged (Object obj) + { + // Skip if the object is different from the current object or the text is empty. + var textInfo = textMeshPro.textInfo; + if (textMeshPro != obj || textInfo.characterCount - textInfo.spaceCount <= 0) + { + return; + } + + GetComponents(s_TmpEffects); + for (int i = 0; i < s_TmpEffects.Count; i++) + { + if (s_TmpEffects[i].enabled) + { + if (s_TmpEffects[i] == this) + break; + else + return; + } + } + + // Collect the meshes. + s_Meshes.Clear (); + foreach (var info in textInfo.meshInfo) + { + s_Meshes.Add (info.mesh); + } + + // Modify the meshes. + foreach (var e in s_TmpEffects) + { + if (!e.enabled) + continue; + + if (e.isLegacyMeshModifier) + { + // Legacy mode: Modify the meshes directly. + foreach (var m in s_Meshes) + { + if (m) + { + e.ModifyMesh(m); + } + } + } + else + { + // Convert meshes to VertexHelpers and modify them. + foreach (var m in s_Meshes) + { + if (m) + { + FillVertexHelper(s_VertexHelper, m); + e.ModifyMesh(s_VertexHelper); + s_VertexHelper.FillMesh(m); + } + } + } + } + + // Set the modified meshes to the CanvasRenderers (for UI only). + if (canvasRenderer) + { + canvasRenderer.SetMesh (textMeshPro.mesh); + GetComponentsInChildren (false, s_SubMeshUIs); + foreach (var sm in s_SubMeshUIs) + { + sm.canvasRenderer.SetMesh (sm.mesh); + } + s_SubMeshUIs.Clear (); + } + + // Clear. + s_Meshes.Clear (); + } + + void FillVertexHelper (VertexHelper vh, Mesh mesh) + { + vh.Clear (); + + mesh.GetVertices (s_Vertices); + mesh.GetColors (s_Colors); + mesh.GetUVs (0, s_Uv0); + mesh.GetUVs (1, s_Uv1); + mesh.GetNormals (s_Normals); + mesh.GetTangents (s_Tangents); + mesh.GetIndices (s_Indices, 0); + + #if UNITY_2017_1_OR_NEWER + mesh.GetUVs (2, s_Uv2); + mesh.GetUVs (3, s_Uv3); + bool useUv2 = 0 < s_Uv2.Count; + bool useUv3 = 0 < s_Uv3.Count; + #endif + + s_UIVertices.Clear(); + UIVertex v = default(UIVertex); + for (int i = 0; i < s_Vertices.Count; i++) + { + v.position = s_Vertices[i]; + v.color = s_Colors[i]; + v.uv0 = s_Uv0[i]; + v.uv1 = s_Uv1[i]; + #if UNITY_2017_1_OR_NEWER + if (useUv2 && i < s_Uv2.Count) + v.uv2 = s_Uv2[i]; + if (useUv3 && i < s_Uv3.Count) + v.uv3 = s_Uv3[i]; + #endif + v.normal = s_Normals[i]; + v.tangent = s_Tangents[i]; + + s_UIVertices.Add(v); + } + s_VertexHelper.AddUIVertexStream(s_UIVertices, s_Indices); + } +#endif + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BaseMeshEffect.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BaseMeshEffect.cs.meta new file mode 100644 index 00000000..1d3c8d1e --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BaseMeshEffect.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 229ee7044e2514b0e9bd9fd40a2baa3a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BlurMode.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BlurMode.cs new file mode 100644 index 00000000..fcc3cab6 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BlurMode.cs @@ -0,0 +1,13 @@ +namespace Coffee.UIExtensions +{ + /// + /// Blur effect mode. + /// + public enum BlurMode + { + None = 0, + FastBlur = 1, + MediumBlur = 2, + DetailBlur = 3, + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BlurMode.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BlurMode.cs.meta new file mode 100644 index 00000000..504b62a0 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/BlurMode.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5645838b01af8764d8f381f04b62b9a2 +timeCreated: 1528296875 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ColorMode.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ColorMode.cs new file mode 100644 index 00000000..8a7aae4c --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ColorMode.cs @@ -0,0 +1,13 @@ +namespace Coffee.UIExtensions +{ + /// + /// Color effect mode. + /// + public enum ColorMode + { + Multiply = 0, + Fill = 1, + Add = 2, + Subtract = 3, + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ColorMode.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ColorMode.cs.meta new file mode 100644 index 00000000..ba60cab4 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ColorMode.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e6ba1e487e0a19644afde2bd5531bd04 +timeCreated: 1528296875 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectArea.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectArea.cs new file mode 100644 index 00000000..d59c9deb --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectArea.cs @@ -0,0 +1,112 @@ +using UnityEngine; +using UnityEngine.UI; + +namespace Coffee.UIExtensions +{ + /// + /// Area for effect. + /// + public enum EffectArea + { + RectTransform, + Fit, + Character, + } + + public static class EffectAreaExtensions + { + static readonly Rect rectForCharacter = new Rect(0, 0, 1, 1); + static readonly Vector2 [] splitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero }; + + /// + /// Gets effect for area. + /// + public static Rect GetEffectArea (this EffectArea area, VertexHelper vh, Rect rectangle, float aspectRatio = -1) + { + Rect rect = default(Rect); + switch (area) + { + case EffectArea.RectTransform: + rect = rectangle; + break; + case EffectArea.Character: + rect = rectForCharacter; + break; + case EffectArea.Fit: + // Fit to contents. + UIVertex vertex = default (UIVertex); + float xMin = float.MaxValue; + float yMin = float.MaxValue; + float xMax = float.MinValue; + float yMax = float.MinValue; + for (int i = 0; i < vh.currentVertCount; i++) + { + vh.PopulateUIVertex(ref vertex, i); + float x = vertex.position.x; + float y = vertex.position.y; + xMin = Mathf.Min(xMin, x); + yMin = Mathf.Min(yMin, y); + xMax = Mathf.Max(xMax, x); + yMax = Mathf.Max(yMax, y); + } + rect.Set (xMin, yMin, xMax - xMin, yMax - yMin); + break; + default: + rect = rectangle; + break; + } + + + if(0 < aspectRatio) + { + if (rect.width < rect.height) + { + rect.width = rect.height * aspectRatio; + } + else + { + rect.height = rect.width / aspectRatio; + } + } + return rect; + } + + /// + /// Gets position factor for area. + /// + public static void GetPositionFactor (this EffectArea area, int index, Rect rect, Vector2 position, bool isText, bool isTMPro, out float x, out float y) + { + if (isText && area == EffectArea.Character) + { + index = isTMPro ? (index + 3) % 4 : index % 4; + x = splitedCharacterPosition [index].x; + y = splitedCharacterPosition [index].y; + } + else if (area == EffectArea.Fit) + { + x = Mathf.Clamp01 ((position.x - rect.xMin) / rect.width); + y = Mathf.Clamp01 ((position.y - rect.yMin) / rect.height); + } + else + { + x = Mathf.Clamp01 (position.x / rect.width + 0.5f); + y = Mathf.Clamp01 (position.y / rect.height + 0.5f); + } + } + + /// + /// Normalize vertex position by local matrix. + /// + public static void GetNormalizedFactor (this EffectArea area, int index, Matrix2x3 matrix, Vector2 position, bool isText, out Vector2 nomalizedPos) + { + if (isText && area == EffectArea.Character) + { + nomalizedPos = matrix * splitedCharacterPosition [(index + 3) % 4]; + } + else + { + nomalizedPos = matrix * position; + } + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectArea.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectArea.cs.meta new file mode 100644 index 00000000..4bc2fa4d --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectArea.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a78f43d1382a048a99411472ca714e1b +timeCreated: 1528636556 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectPlayer.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectPlayer.cs new file mode 100644 index 00000000..f2b11de4 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectPlayer.cs @@ -0,0 +1,156 @@ +using UnityEngine; +using System; +using System.Collections.Generic; + +namespace Coffee.UIExtensions +{ + /// + /// Effect player. + /// + [Serializable] + public class EffectPlayer + { + //################################ + // Public Members. + //################################ + /// + /// Gets or sets a value indicating whether is playing. + /// + [Header("Effect Player")] + [Tooltip("Playing.")] + public bool play = false; + + /// + /// Gets or sets the delay before looping. + /// + [Tooltip("Initial play delay.")] + [Range(0f, 10f)] + public float initialPlayDelay = 0; + + /// + /// Gets or sets the duration. + /// + [Tooltip("Duration.")] + [Range(0.01f,10f)] + public float duration = 1; + + /// + /// Gets or sets a value indicating whether can loop. + /// + [Tooltip("Loop.")] + public bool loop = false; + + /// + /// Gets or sets the delay before looping. + /// + [Tooltip("Delay before looping.")] + [Range(0f,10f)] + public float loopDelay = 0; + + /// + /// Gets or sets the update mode. + /// + [Tooltip("Update mode")] + public AnimatorUpdateMode updateMode = AnimatorUpdateMode.Normal; + + static List s_UpdateActions; + + /// + /// Register player. + /// + public void OnEnable(Action callback = null) + { + + if (s_UpdateActions == null) + { + s_UpdateActions = new List(); + Canvas.willRenderCanvases += () => + { + var count = s_UpdateActions.Count; + for (int i = 0; i < count; i++) + { + s_UpdateActions[i].Invoke(); + } + }; + } + s_UpdateActions.Add(OnWillRenderCanvases); + + if (play) + { + _time = -initialPlayDelay; + } + else + { + _time = 0; + } + _callback = callback; + } + + /// + /// Unregister player. + /// + public void OnDisable() + { + _callback = null; + s_UpdateActions.Remove(OnWillRenderCanvases); + } + + /// + /// Start playing. + /// + public void Play(bool reset, Action callback = null) + { + if (reset) + { + _time = 0; + } + play = true; + if (callback != null) + { + _callback = callback; + } + } + + /// + /// Stop playing. + /// + public void Stop(bool reset) + { + if (reset) + { + _time = 0; + if (_callback != null) + { + _callback(_time); + } + } + play = false; + } + + //################################ + // Private Members. + //################################ + float _time = 0; + Action _callback; + + void OnWillRenderCanvases() + { + if (!play || !Application.isPlaying || _callback == null) + { + return; + } + + _time += updateMode == AnimatorUpdateMode.UnscaledTime + ? Time.unscaledDeltaTime + : Time.deltaTime; + var current = _time / duration; + + if (duration <= _time) + { + play = loop; + _time = loop ? -loopDelay : 0; + } + _callback(current); + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectPlayer.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectPlayer.cs.meta new file mode 100644 index 00000000..661e0734 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/EffectPlayer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1656fb67110cd44298010d95c324e87a +timeCreated: 1528296875 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialCache.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialCache.cs new file mode 100644 index 00000000..a130be10 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialCache.cs @@ -0,0 +1,95 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace Coffee.UIExtensions +{ + public class MaterialCache + { + public ulong hash { get; private set; } + + public int referenceCount { get; private set; } + + public Texture texture { get; private set; } + + public Material material { get; private set; } + +#if UNITY_EDITOR + [UnityEditor.InitializeOnLoadMethod] + static void ClearCache() + { + foreach (var cache in materialCaches) + { + cache.material = null; + } + materialCaches.Clear(); + } +#endif + + public static List materialCaches = new List(); + + public static MaterialCache Register(ulong hash, Texture texture, System.Func onCreateMaterial) + { + var cache = materialCaches.FirstOrDefault(x => x.hash == hash); + if (cache != null && cache.material) + { + if (cache.material) + { + cache.referenceCount++; + } + else + { + + materialCaches.Remove(cache); + cache = null; + } + } + if (cache == null) + { + cache = new MaterialCache() + { + hash = hash, + material = onCreateMaterial(), + referenceCount = 1, + }; + materialCaches.Add(cache); + } + return cache; + } + + public static MaterialCache Register(ulong hash, System.Func onCreateMaterial) + { + var cache = materialCaches.FirstOrDefault(x => x.hash == hash); + if (cache != null) + { + cache.referenceCount++; + } + if (cache == null) + { + cache = new MaterialCache() + { + hash = hash, + material = onCreateMaterial(), + referenceCount = 1, + }; + materialCaches.Add(cache); + } + return cache; + } + + public static void Unregister(MaterialCache cache) + { + if (cache == null) + { + return; + } + + cache.referenceCount--; + if (cache.referenceCount <= 0) + { + MaterialCache.materialCaches.Remove(cache); + cache.material = null; + } + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialCache.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialCache.cs.meta new file mode 100644 index 00000000..434e1ff4 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialCache.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2160d2c55a6100642b6c7ba09df935da +timeCreated: 1528509206 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialResolver.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialResolver.cs new file mode 100644 index 00000000..8f6cadb8 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialResolver.cs @@ -0,0 +1,126 @@ +#if UNITY_EDITOR +using System.IO; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEditor; +using UnityEngine; + +namespace Coffee.UIExtensions +{ + public class MaterialResolver + { + static readonly StringBuilder s_StringBuilder = new StringBuilder(); + + static readonly Dictionary s_MaterialMap = new Dictionary(); + + public static Material GetOrGenerateMaterialVariant(Shader shader, params object[] append) + { + if (!shader) + { + return null; + } + + Material mat = null; + string variantName = GetVariantName(shader, append); + if (s_MaterialMap.TryGetValue(variantName, out mat) && mat) + { + return mat; + } + + string[] keywords = append.Where(x => 0 < (int)x) + .Select(x => x.ToString().ToUpper()) + .ToArray(); + mat = GetMaterial(shader, append); + if (mat) + { + if (!mat.shaderKeywords.OrderBy(x => x).SequenceEqual(keywords.OrderBy(x => x))) + { + mat.shaderKeywords = keywords; + EditorUtility.SetDirty(mat); + if (!Application.isPlaying) + { + EditorApplication.delayCall += AssetDatabase.SaveAssets; + } + } + return mat; + } + + if (s_MaterialMap.TryGetValue(variantName, out mat) && mat) + { + return mat; + } + + Debug.Log("Generate material : " + variantName); + mat = new Material(shader); + mat.shaderKeywords = keywords; + + mat.name = variantName; + mat.hideFlags |= HideFlags.NotEditable; + s_MaterialMap[variantName] = mat; + + bool isMainAsset = append.Cast().All(x => x == 0); + EditorApplication.delayCall += () => SaveMaterial(mat, shader, isMainAsset); + return mat; + } + + static void SaveMaterial(Material mat, Shader shader, bool isMainAsset) + { + string materialPath = GetDefaultMaterialPath(shader); + +#if UIEFFECT_SEPARATE + string dir = Path.GetDirectoryName(materialPath); + materialPath = Path.Combine(Path.Combine(dir, "Separated"), mat.name + ".mat"); + isMainAsset = true; +#endif + if (isMainAsset) + { + Directory.CreateDirectory(Path.GetDirectoryName(materialPath)); + AssetDatabase.CreateAsset(mat, materialPath); + } + else + { + GetOrGenerateMaterialVariant(shader); + mat.hideFlags |= HideFlags.HideInHierarchy; + AssetDatabase.AddObjectToAsset(mat, materialPath); + } + AssetDatabase.SaveAssets(); + } + + public static Material GetMaterial(Shader shader, params object[] append) + { + string variantName = GetVariantName(shader, append); + return AssetDatabase.FindAssets("t:Material " + Path.GetFileName(shader.name)) + .Select(x => AssetDatabase.GUIDToAssetPath(x)) + .SelectMany(x => AssetDatabase.LoadAllAssetsAtPath(x)) + .OfType() + .FirstOrDefault(x => x.name == variantName); + } + + public static string GetDefaultMaterialPath(Shader shader) + { + var name = Path.GetFileName(shader.name); + return AssetDatabase.FindAssets("t:Material " + name) + .Select(x => AssetDatabase.GUIDToAssetPath(x)) + .FirstOrDefault(x => Path.GetFileNameWithoutExtension(x) == name) + ?? ("Assets/" + name + ".mat"); + } + + public static string GetVariantName(Shader shader, params object[] append) + { + s_StringBuilder.Length = 0; + +#if UIEFFECT_SEPARATE + s_StringBuilder.Append("[Separated] "); +#endif + s_StringBuilder.Append(Path.GetFileName(shader.name)); + foreach (object mode in append.Where(x=>0<(int)x)) + { + s_StringBuilder.Append("-"); + s_StringBuilder.Append(mode.ToString()); + } + return s_StringBuilder.ToString(); + } + } +} +#endif diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialResolver.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialResolver.cs.meta new file mode 100644 index 00000000..6e5717fb --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/MaterialResolver.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 70261fa2760d4c040ac28aebb1f155fb +timeCreated: 1528297353 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Matrix2x3.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Matrix2x3.cs new file mode 100644 index 00000000..a7121cf5 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Matrix2x3.cs @@ -0,0 +1,33 @@ +using UnityEngine; + +namespace Coffee.UIExtensions +{ + /// + /// Matrix2x3. + /// + public struct Matrix2x3 + { + public float m00, m01, m02, m10, m11, m12; + + public Matrix2x3(Rect rect, float cos, float sin) + { + const float center = 0.5f; + float dx = -rect.xMin / rect.width - center; + float dy = -rect.yMin / rect.height - center; + m00 = cos / rect.width; + m01 = -sin / rect.height; + m02 = dx * cos - dy * sin + center; + m10 = sin / rect.width; + m11 = cos / rect.height; + m12 = dx * sin + dy * cos + center; + } + + public static Vector2 operator*(Matrix2x3 m, Vector2 v) + { + return new Vector2( + (m.m00 * v.x) + (m.m01 * v.y) + m.m02, + (m.m10 * v.x) + (m.m11 * v.y) + m.m12 + ); + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Matrix2x3.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Matrix2x3.cs.meta new file mode 100644 index 00000000..70ee757f --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Matrix2x3.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 5a9b962044ca64867b713425f7e5daab +timeCreated: 1527590245 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Packer.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Packer.cs new file mode 100644 index 00000000..e39f0a0c --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Packer.cs @@ -0,0 +1,60 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +public static class Packer +{ + /// + /// Pack 4 low-precision [0-1] floats values to a float. + /// Each value [0-1] has 64 steps(6 bits). + /// + public static float ToFloat(float x, float y, float z, float w) + { + x = x < 0 ? 0 : 1 < x ? 1 : x; + y = y < 0 ? 0 : 1 < y ? 1 : y; + z = z < 0 ? 0 : 1 < z ? 1 : z; + w = w < 0 ? 0 : 1 < w ? 1 : w; + const int PRECISION = (1 << 6) - 1; + return (Mathf.FloorToInt(w * PRECISION) << 18) + + (Mathf.FloorToInt(z * PRECISION) << 12) + + (Mathf.FloorToInt(y * PRECISION) << 6) + + Mathf.FloorToInt(x * PRECISION); + } + + /// + /// Pack 4 low-precision [0-1] floats values to a float. + /// Each value [0-1] has 64 steps(6 bits). + /// + public static float ToFloat(Vector4 factor) + { + return ToFloat(Mathf.Clamp01(factor.x), Mathf.Clamp01(factor.y), Mathf.Clamp01(factor.z), Mathf.Clamp01(factor.w)); + } + + /// + /// Pack 1 middle-precision & 2 low-precision [0-1] floats values to a float. + /// z value [0-1] has 4096 steps(12 bits) and xy value [0-1] has 64 steps(6 bits). + /// + public static float ToFloat(float x, float y, float z) + { + x = x < 0 ? 0 : 1 < x ? 1 : x; + y = y < 0 ? 0 : 1 < y ? 1 : y; + z = z < 0 ? 0 : 1 < z ? 1 : z; + const int PRECISION = (1 << 8) - 1; + return (Mathf.FloorToInt(z * PRECISION) << 16) + + (Mathf.FloorToInt(y * PRECISION) << 8) + + Mathf.FloorToInt(x * PRECISION); + } + + /// + /// Pack 2 low-precision [0-1] floats values to a float. + /// Each value [0-1] has 4096 steps(12 bits). + /// + public static float ToFloat(float x, float y) + { + x = x < 0 ? 0 : 1 < x ? 1 : x; + y = y < 0 ? 0 : 1 < y ? 1 : y; + const int PRECISION = (1 << 12) - 1; + return (Mathf.FloorToInt(y * PRECISION) << 12) + + Mathf.FloorToInt(x * PRECISION); + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Packer.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Packer.cs.meta new file mode 100644 index 00000000..4105720b --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/Packer.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b4970b3a69d3b472b8d66c1d92ec7bad +timeCreated: 1527590285 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ParameterTexture.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ParameterTexture.cs new file mode 100644 index 00000000..9b221006 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ParameterTexture.cs @@ -0,0 +1,190 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Rendering; +using System; + +namespace Coffee.UIExtensions +{ + public interface IParameterTexture + { + int parameterIndex { get; set; } + + ParameterTexture ptex { get; } + } + + /// + /// Parameter texture. + /// + [System.Serializable] + public class ParameterTexture + { + + //################################ + // Public Members. + //################################ + + /// + /// Initializes a new instance of the class. + /// + /// Channels. + /// Instance limit. + /// Property name. + public ParameterTexture(int channels, int instanceLimit, string propertyName) + { + _propertyName = propertyName; + _channels = ((channels - 1) / 4 + 1) * 4; + _instanceLimit = ((instanceLimit - 1) / 2 + 1) * 2; + _data = new byte[_channels * _instanceLimit]; + + _stack = new Stack(_instanceLimit); + for (int i = 1; i < _instanceLimit + 1; i++) + { + _stack.Push(i); + } + } + + + /// + /// Register the specified target. + /// + /// Target. + public void Register(IParameterTexture target) + { + Initialize(); + if (target.parameterIndex <= 0 && 0 < _stack.Count) + { + target.parameterIndex = _stack.Pop(); +// Debug.LogFormat("@@@ Register {0} : {1}", target, target.parameterIndex); + } + } + + /// + /// Unregister the specified target. + /// + /// Target. + public void Unregister(IParameterTexture target) + { + if (0 < target.parameterIndex) + { +// Debug.LogFormat("@@@ Unregister {0} : {1}", target, target.parameterIndex); + _stack.Push(target.parameterIndex); + target.parameterIndex = 0; + } + } + + /// + /// Sets the data. + /// + /// Target. + /// Channel identifier. + /// Value. + public void SetData(IParameterTexture target, int channelId, byte value) + { + int index = (target.parameterIndex - 1) * _channels + channelId; + if (0 < target.parameterIndex && _data[index] != value) + { + _data[index] = value; + _needUpload = true; + } + } + + /// + /// Sets the data. + /// + /// Target. + /// Channel identifier. + /// Value. + public void SetData(IParameterTexture target, int channelId, float value) + { + SetData(target, channelId, (byte)(Mathf.Clamp01(value) * 255)); + } + + /// + /// Registers the material. + /// + /// Mat. + public void RegisterMaterial(Material mat) + { + if (_propertyId == 0) + { + _propertyId = Shader.PropertyToID(_propertyName); + } + if (mat) + { + mat.SetTexture(_propertyId, _texture); + } + } + + /// + /// Gets the index of the normalized. + /// + /// The normalized index. + /// Target. + public float GetNormalizedIndex(IParameterTexture target) + { + return ((float)target.parameterIndex - 0.5f) / _instanceLimit; + } + + + //################################ + // Private Members. + //################################ + + Texture2D _texture; + bool _needUpload; + int _propertyId; + readonly string _propertyName; + readonly int _channels; + readonly int _instanceLimit; + readonly byte[] _data; + readonly Stack _stack; + static List updates; + + /// + /// Initialize this instance. + /// + void Initialize() + { +#if UNITY_EDITOR + if (!UnityEditor.EditorApplication.isPlaying && UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode) + { + return; + } +#endif + if (updates == null) + { + updates = new List(); + Canvas.willRenderCanvases += () => + { + var count = updates.Count; + for (int i = 0; i < count; i++) + { + updates[i].Invoke(); + } + }; + } + + if (!_texture) + { + bool isLinear = QualitySettings.activeColorSpace == ColorSpace.Linear; + _texture = new Texture2D(_channels / 4, _instanceLimit, TextureFormat.RGBA32, false, isLinear); + _texture.filterMode = FilterMode.Point; + _texture.wrapMode = TextureWrapMode.Clamp; + + updates.Add(UpdateParameterTexture); + _needUpload = true; + } + } + + void UpdateParameterTexture() + { + if (_needUpload && _texture) + { + _needUpload = false; + _texture.LoadRawTextureData(_data); + _texture.Apply(false, false); + } + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ParameterTexture.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ParameterTexture.cs.meta new file mode 100644 index 00000000..8b718d05 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ParameterTexture.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 65eafa89b3a3a494a99e185423ba6cad +timeCreated: 1533006319 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ShadowStyle.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ShadowStyle.cs new file mode 100644 index 00000000..4544ced4 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ShadowStyle.cs @@ -0,0 +1,14 @@ +namespace Coffee.UIExtensions +{ + /// + /// Shadow effect style. + /// + public enum ShadowStyle + { + None = 0, + Shadow, + Outline, + Outline8, + Shadow3, + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ShadowStyle.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ShadowStyle.cs.meta new file mode 100644 index 00000000..337e8236 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ShadowStyle.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: b0eda5bf10146491c9cfe6a31c66f9a7 +timeCreated: 1528296875 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ToneMode.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ToneMode.cs new file mode 100644 index 00000000..ea04f2eb --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ToneMode.cs @@ -0,0 +1,14 @@ +namespace Coffee.UIExtensions +{ + /// + /// Effect mode. + /// + public enum EffectMode + { + None = 0, + Grayscale = 1, + Sepia = 2, + Nega = 3, + Pixel = 4, + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ToneMode.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ToneMode.cs.meta new file mode 100644 index 00000000..76773db3 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/ToneMode.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 092769547c242d74cbad96631a00963f +timeCreated: 1528296875 +licenseType: Free +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/UIEffectBase.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/UIEffectBase.cs new file mode 100644 index 00000000..1046d5e9 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/UIEffectBase.cs @@ -0,0 +1,165 @@ +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace Coffee.UIExtensions +{ + /// + /// Abstract effect base for UI. + /// + [DisallowMultipleComponent] + public abstract class UIEffectBase : BaseMeshEffect, IParameterTexture +#if UNITY_EDITOR + , ISerializationCallbackReceiver +#endif + { + protected static readonly Vector2[] splitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero }; + protected static readonly List tempVerts = new List(); + + [HideInInspector] + [SerializeField] int m_Version; + [SerializeField] protected Material m_EffectMaterial; + + /// + /// Gets or sets the parameter index. + /// + public int parameterIndex { get; set; } + + /// + /// Gets the parameter texture. + /// + public virtual ParameterTexture ptex { get { return null; } } + + /// + /// Gets target graphic for effect. + /// + public Graphic targetGraphic { get { return graphic; } } + + /// + /// Gets material for effect. + /// + public Material effectMaterial { get { return m_EffectMaterial; } } + +#if UNITY_EDITOR + protected override void Reset() + { + m_Version = 300; + OnValidate(); + } + + /// + /// Raises the validate event. + /// + protected override void OnValidate() + { + base.OnValidate (); + + var mat = GetMaterial(); + if (m_EffectMaterial != mat) + { + m_EffectMaterial = mat; + UnityEditor.EditorUtility.SetDirty(this); + } + + ModifyMaterial(); + SetVerticesDirty (); + SetDirty (); + } + + public void OnBeforeSerialize() + { + } + + public void OnAfterDeserialize() + { + UnityEditor.EditorApplication.delayCall += UpgradeIfNeeded; + } + + protected bool IsShouldUpgrade(int expectedVersion) + { + if (m_Version < expectedVersion) + { + Debug.LogFormat(gameObject, "{0}({1}) has been upgraded: version {2} -> {3}", name, GetType().Name, m_Version, expectedVersion); + m_Version = expectedVersion; + + //UnityEditor.EditorApplication.delayCall += () => + { + UnityEditor.EditorUtility.SetDirty(this); + if (!Application.isPlaying && gameObject && gameObject.scene.IsValid()) + { + UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(gameObject.scene); + } + } + ; + return true; + } + return false; + } + + protected virtual void UpgradeIfNeeded() + { + } + + /// + /// Gets the material. + /// + /// The material. + protected virtual Material GetMaterial() + { + return null; + } +#endif + + /// + /// Modifies the material. + /// + public virtual void ModifyMaterial() + { + targetGraphic.material = isActiveAndEnabled ? m_EffectMaterial : null; + } + + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable (); + + if (ptex != null) + { + ptex.Register(this); + } + ModifyMaterial(); + SetVerticesDirty(); + SetDirty(); + } + + /// + /// This function is called when the behaviour becomes disabled () or inactive. + /// + protected override void OnDisable() + { + base.OnDisable (); + + ModifyMaterial (); + SetVerticesDirty(); + if (ptex != null) + { + ptex.Unregister(this); + } + } + + /// + /// Mark the UIEffect as dirty. + /// + protected virtual void SetDirty() + { + SetVerticesDirty(); + } + + protected override void OnDidApplyAnimationProperties() + { + SetDirty(); + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/UIEffectBase.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/UIEffectBase.cs.meta new file mode 100644 index 00000000..7b7e351a --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Common/UIEffectBase.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e8b7ed62cf1444b4ebfc5e5338bc6682 +timeCreated: 1485321967 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor.meta new file mode 100644 index 00000000..92b80be2 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: ee1bfc8c299e6482cb7175ba2f94495a +folderAsset: yes +timeCreated: 1487152270 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/BaseMeshEffectEditor.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/BaseMeshEffectEditor.cs new file mode 100644 index 00000000..274003c1 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/BaseMeshEffectEditor.cs @@ -0,0 +1,86 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEditor; +using UnityEngine; + +namespace Coffee.UIExtensions.Editors +{ + public class BaseMeshEffectEditor : Editor + { + List _materialEditors = new List (); + + protected virtual void OnEnable () + { + ClearMaterialEditors (); + } + + protected virtual void OnDisable () + { + ClearMaterialEditors (); + } + + void ClearMaterialEditors () + { + foreach (var e in _materialEditors) + { + if (e) + { + DestroyImmediate (e); + } + } + _materialEditors.Clear (); + } + + protected void ShowMaterialEditors (Material [] materials, int startIndex, int count) + { + for (int i = 0; i < count; i++) + { + if (_materialEditors.Count == i) + { + _materialEditors.Add (null); + } + + var mat = materials [startIndex + i]; + var editor = _materialEditors [i]; + if (editor && editor.target != mat) + { + DestroyImmediate (editor); + editor = null; + } + + if (!editor) + { + editor = _materialEditors [i] = Editor.CreateEditor (mat) as MaterialEditor; + } + + editor.DrawHeader (); + editor.OnInspectorGUI (); + } + } + + + protected void ShowCanvasChannelsWarning () + { + BaseMeshEffect effect = target as BaseMeshEffect; + if (!effect || !effect.graphic) + { + return; + } + +#if UNITY_5_6_OR_NEWER + AdditionalCanvasShaderChannels channels = effect.requiredChannels; + var canvas = effect.graphic.canvas; + if (canvas && (canvas.additionalShaderChannels & channels) != channels) + { + EditorGUILayout.BeginHorizontal (); + EditorGUILayout.HelpBox (string.Format ("Enable {1} of Canvas.additionalShaderChannels to use {0}.", effect.GetType ().Name, channels), MessageType.Warning); + if (GUILayout.Button ("Fix")) + { + canvas.additionalShaderChannels |= channels; + } + EditorGUILayout.EndHorizontal (); + } +#endif + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/BaseMeshEffectEditor.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/BaseMeshEffectEditor.cs.meta new file mode 100644 index 00000000..7740075e --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/BaseMeshEffectEditor.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7ddf2f64ff7af4a9f9b5ba45f40302bf +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/DeprecatedRemover.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/DeprecatedRemover.cs new file mode 100644 index 00000000..d64e2d89 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/DeprecatedRemover.cs @@ -0,0 +1,53 @@ +using System.Collections; +using System.IO; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEditor; +using UnityEngine; + +namespace Coffee.UIExtensions.Editors +{ + /// + /// Remove deprecated files in old .unitypackage, after compiling. + /// + public class DeprecatedRemover + { + /// + /// GUIDs of deprecated files. + /// + static readonly List DeprecatedFiles = new List() + { + "156b57fee6ef941958e66a129ce387e2", // UICustomEffect.cs + "a4961e148a8cd4fe0b84dddc2741894a", // UICustomEffectEditor.cs + "7b1ed09bdf5e54042b5cd1fbe69361bf", // MaterialBundle.cs + }; + + + #if UNITY_EDITOR + [UnityEditor.InitializeOnLoadMethod] + static void RemoveFiles() + { + // The deprecated file path that exists. + var files = DeprecatedFiles.Select(x => AssetDatabase.GUIDToAssetPath(x)) + .Where(x => File.Exists(x)) + .ToArray(); + + if (files.Any()) + { + StringBuilder sb = new StringBuilder(); + sb.AppendFormat("[{0}] {1} files have been removed.\n", typeof(DeprecatedRemover).Name, files.Length); + + foreach (var path in files) + { + AssetDatabase.DeleteAsset(path); + sb.AppendFormat(" - {0}\n", path); + } + + AssetDatabase.Refresh(); + UnityEngine.Debug.Log(sb); + } + } + #endif + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/DeprecatedRemover.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/DeprecatedRemover.cs.meta new file mode 100644 index 00000000..cf3d95e6 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/DeprecatedRemover.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6955fce24c79542af9ba39b3cf6f610f +timeCreated: 1536108312 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIDissolveEditor.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIDissolveEditor.cs new file mode 100644 index 00000000..2883ff79 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIDissolveEditor.cs @@ -0,0 +1,181 @@ +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; +using System.Linq; +using System.Collections.Generic; +using UnityEngine.UI; + +namespace Coffee.UIExtensions.Editors +{ + /// + /// UIEffect editor. + /// + [CustomEditor(typeof(UIDissolve))] + [CanEditMultipleObjects] + public class UIDissolveEditor : BaseMeshEffectEditor + { + static int s_NoiseTexId; + + //################################ + // Public/Protected Members. + //################################ + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable (); + + _spMaterial = serializedObject.FindProperty("m_EffectMaterial"); + _spEffectFactor = serializedObject.FindProperty("m_EffectFactor"); + _spEffectArea = serializedObject.FindProperty("m_EffectArea"); + _spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio"); + _spWidth = serializedObject.FindProperty("m_Width"); + _spColor = serializedObject.FindProperty("m_Color"); + _spSoftness = serializedObject.FindProperty("m_Softness"); + _spColorMode = serializedObject.FindProperty("m_ColorMode"); + _spNoiseTexture = serializedObject.FindProperty("m_NoiseTexture"); + _spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio"); + _spReverse = serializedObject.FindProperty("m_Reverse"); + var player = serializedObject.FindProperty("m_Player"); + _spPlay = player.FindPropertyRelative("play"); + _spDuration = player.FindPropertyRelative("duration"); + _spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay"); + _spLoop = player.FindPropertyRelative("loop"); + _spLoopDelay = player.FindPropertyRelative("loopDelay"); + _spUpdateMode = player.FindPropertyRelative("updateMode"); + + s_NoiseTexId = Shader.PropertyToID ("_NoiseTex"); + + _shader = Shader.Find ("TextMeshPro/Distance Field (UIDissolve)"); + _mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIDissolve)"); + _spriteShader = Shader.Find ("TextMeshPro/Sprite (UIDissolve)"); + } + + /// + /// Implement this function to make a custom inspector. + /// + public override void OnInspectorGUI() + { + foreach (var d in targets.Cast ()) + { + var mat = d.material; + if (d.isTMPro && mat && mat.HasProperty(s_NoiseTexId)) + { + ColorMode colorMode = + mat.IsKeywordEnabled ("ADD") ? ColorMode.Add + : mat.IsKeywordEnabled ("SUBTRACT") ? ColorMode.Subtract + : mat.IsKeywordEnabled ("FILL") ? ColorMode.Fill + : ColorMode.Multiply; + + Texture noiseTexture = mat.GetTexture(s_NoiseTexId); + + if (d.colorMode != colorMode || d.noiseTexture != noiseTexture) + { + var so = new SerializedObject (d); + so.FindProperty ("m_ColorMode").intValue = (int)colorMode; + so.FindProperty ("m_NoiseTexture").objectReferenceValue = noiseTexture; + so.ApplyModifiedProperties (); + } + } + } + + serializedObject.Update(); + + //================ + // Effect material. + //================ + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.PropertyField(_spMaterial); + EditorGUI.EndDisabledGroup(); + + //================ + // Effect setting. + //================ + EditorGUILayout.PropertyField(_spEffectFactor); + EditorGUILayout.PropertyField(_spWidth); + EditorGUILayout.PropertyField(_spSoftness); + EditorGUILayout.PropertyField(_spColor); + + bool isAnyTMPro = targets.Cast().Any(x => x.isTMPro); + using (new EditorGUI.DisabledGroupScope (isAnyTMPro)) + { + EditorGUILayout.PropertyField (_spColorMode); + EditorGUILayout.PropertyField (_spNoiseTexture); + } + + //================ + // Advanced option. + //================ + EditorGUILayout.PropertyField(_spEffectArea); + EditorGUILayout.PropertyField(_spKeepAspectRatio); + + //================ + // Effect player. + //================ + EditorGUILayout.PropertyField(_spPlay); + EditorGUILayout.PropertyField(_spDuration); + EditorGUILayout.PropertyField(_spInitialPlayDelay); + EditorGUILayout.PropertyField(_spLoop); + EditorGUILayout.PropertyField(_spLoopDelay); + EditorGUILayout.PropertyField(_spUpdateMode); + EditorGUILayout.PropertyField(_spReverse); + + // Debug. + using (new EditorGUI.DisabledGroupScope(!Application.isPlaying)) + using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox)) + { + GUILayout.Label("Debug"); + + if (GUILayout.Button("Play", "ButtonLeft")) + { + (target as UIDissolve).Play(); + } + + if (GUILayout.Button("Stop", "ButtonRight")) + { + (target as UIDissolve).Stop(); + } + } + + var c = target as UIDissolve; + c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => { + if(mat.shader == _spriteShader) + { + mat.shaderKeywords = c.material.shaderKeywords; + mat.SetTexture ("_NoiseTex", c.material.GetTexture ("_NoiseTex")); + } + }); + ShowCanvasChannelsWarning (); + + ShowMaterialEditors (c.materials, 1, c.materials.Length - 1); + + serializedObject.ApplyModifiedProperties(); + + } + + //################################ + // Private Members. + //################################ + SerializedProperty _spMaterial; + SerializedProperty _spEffectFactor; + SerializedProperty _spWidth; + SerializedProperty _spColor; + SerializedProperty _spSoftness; + SerializedProperty _spColorMode; + SerializedProperty _spNoiseTexture; + SerializedProperty _spEffectArea; + SerializedProperty _spKeepAspectRatio; + SerializedProperty _spReverse; + SerializedProperty _spPlay; + SerializedProperty _spLoop; + SerializedProperty _spLoopDelay; + SerializedProperty _spDuration; + SerializedProperty _spInitialPlayDelay; + SerializedProperty _spUpdateMode; + + Shader _shader; + Shader _mobileShader; + Shader _spriteShader; + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIDissolveEditor.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIDissolveEditor.cs.meta new file mode 100644 index 00000000..edf071c9 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIDissolveEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f7f7349a5d61649b69946853317db047 +timeCreated: 1538806040 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectCapturedImageEditor.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectCapturedImageEditor.cs new file mode 100644 index 00000000..ef12c019 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectCapturedImageEditor.cs @@ -0,0 +1,188 @@ +using UnityEditor; +using UnityEditor.UI; +using UnityEngine; +using DesamplingRate = Coffee.UIExtensions.UIEffectCapturedImage.DesamplingRate; + +namespace Coffee.UIExtensions.Editors +{ + /// + /// UIEffectCapturedImage editor. + /// + [CustomEditor(typeof(UIEffectCapturedImage))] + [CanEditMultipleObjects] + public class UIEffectCapturedImageEditor : RawImageEditor + { + //################################ + // Constant or Static Members. + //################################ + + public enum QualityMode : int + { + Fast = (DesamplingRate.x2 << 0) + (DesamplingRate.x2 << 4) + (FilterMode.Bilinear << 8) + (2 << 10), + Medium = (DesamplingRate.x1 << 0) + (DesamplingRate.x1 << 4) + (FilterMode.Bilinear << 8) + (3 << 10), + Detail = (DesamplingRate.None << 0) + (DesamplingRate.x1 << 4) + (FilterMode.Bilinear << 8) + (5 << 10), + Custom = -1, + } + + + //################################ + // Public/Protected Members. + //################################ + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable(); + _spTexture = serializedObject.FindProperty("m_Texture"); + _spColor = serializedObject.FindProperty("m_Color"); + _spRaycastTarget = serializedObject.FindProperty("m_RaycastTarget"); + _spDesamplingRate = serializedObject.FindProperty("m_DesamplingRate"); + _spReductionRate = serializedObject.FindProperty("m_ReductionRate"); + _spFilterMode = serializedObject.FindProperty("m_FilterMode"); + _spIterations = serializedObject.FindProperty("m_BlurIterations"); + _spKeepSizeToRootCanvas = serializedObject.FindProperty("m_FitToScreen"); + _spBlurMode = serializedObject.FindProperty("m_BlurMode"); + _spCaptureOnEnable = serializedObject.FindProperty("m_CaptureOnEnable"); + + + _customAdvancedOption = (qualityMode == QualityMode.Custom); + } + + /// + /// Implement this function to make a custom inspector. + /// + public override void OnInspectorGUI() + { + var graphic = (target as UIEffectCapturedImage); + serializedObject.Update(); + + //================ + // Basic properties. + //================ + EditorGUILayout.PropertyField(_spTexture); + EditorGUILayout.PropertyField(_spColor); + EditorGUILayout.PropertyField(_spRaycastTarget); + + //================ + // Capture effect. + //================ + GUILayout.Space(10); + EditorGUILayout.LabelField("Capture Effect", EditorStyles.boldLabel); + UIEffectEditor.DrawEffectProperties(serializedObject, "m_EffectColor"); + + //================ + // Advanced option. + //================ + GUILayout.Space(10); + EditorGUILayout.LabelField("Advanced Option", EditorStyles.boldLabel); + + EditorGUILayout.PropertyField(_spCaptureOnEnable);// CaptureOnEnable. + EditorGUILayout.PropertyField(_spKeepSizeToRootCanvas);// Keep Graphic Size To RootCanvas. + + EditorGUI.BeginChangeCheck(); + QualityMode quality = qualityMode; + quality = (QualityMode)EditorGUILayout.EnumPopup("Quality Mode", quality); + if (EditorGUI.EndChangeCheck()) + { + _customAdvancedOption = (quality == QualityMode.Custom); + qualityMode = quality; + } + + // When qualityMode is `Custom`, show advanced option. + if (_customAdvancedOption) + { + if (_spBlurMode.intValue != 0) + { + EditorGUILayout.PropertyField(_spIterations);// Iterations. + } + DrawDesamplingRate(_spReductionRate);// Reduction rate. + + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Result Texture Setting", EditorStyles.boldLabel); + + EditorGUILayout.PropertyField(_spFilterMode);// Filter Mode. + DrawDesamplingRate(_spDesamplingRate);// Desampling rate. + } + + serializedObject.ApplyModifiedProperties(); + + // Debug. + using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox)) + { + GUILayout.Label("Debug"); + + if (GUILayout.Button("Capture", "ButtonLeft")) + { + graphic.Release(); + EditorApplication.delayCall += graphic.Capture; + } + + EditorGUI.BeginDisabledGroup(!(target as UIEffectCapturedImage).capturedTexture); + if (GUILayout.Button("Release", "ButtonRight")) + { + graphic.Release(); + } + EditorGUI.EndDisabledGroup(); + } + } + + //################################ + // Private Members. + //################################ + const int Bits4 = (1 << 4) - 1; + const int Bits2 = (1 << 2) - 1; + bool _customAdvancedOption = false; + SerializedProperty _spTexture; + SerializedProperty _spColor; + SerializedProperty _spRaycastTarget; + SerializedProperty _spDesamplingRate; + SerializedProperty _spReductionRate; + SerializedProperty _spFilterMode; + SerializedProperty _spBlurMode; + SerializedProperty _spIterations; + SerializedProperty _spKeepSizeToRootCanvas; + SerializedProperty _spCaptureOnEnable; + + QualityMode qualityMode + { + get + { + if (_customAdvancedOption) + return QualityMode.Custom; + + int qualityValue = (_spDesamplingRate.intValue << 0) + + (_spReductionRate.intValue << 4) + + (_spFilterMode.intValue << 8) + + (_spIterations.intValue << 10); + + return System.Enum.IsDefined(typeof(QualityMode), qualityValue) ? (QualityMode)qualityValue : QualityMode.Custom; + } + set + { + if (value != QualityMode.Custom) + { + int qualityValue = (int)value; + _spDesamplingRate.intValue = (qualityValue >> 0) & Bits4; + _spReductionRate.intValue = (qualityValue >> 4) & Bits4; + _spFilterMode.intValue = (qualityValue >> 8) & Bits2; + _spIterations.intValue = (qualityValue >> 10) & Bits4; + } + } + } + + /// + /// Draws the desampling rate. + /// + void DrawDesamplingRate(SerializedProperty sp) + { + using (new EditorGUILayout.HorizontalScope()) + { + EditorGUILayout.PropertyField(sp); + int w, h; + (target as UIEffectCapturedImage).GetDesamplingSize((UIEffectCapturedImage.DesamplingRate)sp.intValue, out w, out h); + GUILayout.Label(string.Format("{0}x{1}", w, h), EditorStyles.miniLabel); + } + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectCapturedImageEditor.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectCapturedImageEditor.cs.meta new file mode 100644 index 00000000..15fb44ac --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectCapturedImageEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2476309c9b71d614ab97a2f9651b3333 +timeCreated: 1487152293 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectEditor.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectEditor.cs new file mode 100644 index 00000000..cfb3be0a --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectEditor.cs @@ -0,0 +1,253 @@ +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; +using System.Linq; +using System; + +namespace Coffee.UIExtensions.Editors +{ + /// + /// UIEffect editor. + /// + [CustomEditor(typeof(UIEffect))] + [CanEditMultipleObjects] + public class UIEffectEditor : BaseMeshEffectEditor + { + static readonly GUIContent contentEffectColor = new GUIContent ("Effect Color"); + + + //################################ + // Public/Protected Members. + //################################ + + /// + /// Draw effect properties. + /// + public static void DrawEffectProperties(SerializedObject serializedObject, string colorProperty = "m_Color") + { + //================ + // Effect material. + //================ + var spMaterial = serializedObject.FindProperty("m_EffectMaterial"); + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.PropertyField(spMaterial); + EditorGUI.EndDisabledGroup(); + + //================ + // Effect setting. + //================ + var spToneMode = serializedObject.FindProperty("m_EffectMode"); + EditorGUILayout.PropertyField(spToneMode); + + // When tone is enable, show parameters. + if (spToneMode.intValue != (int)EffectMode.None) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectFactor")); + EditorGUI.indentLevel--; + } + + //================ + // Color setting. + //================ + var spColorMode = serializedObject.FindProperty("m_ColorMode"); + EditorGUILayout.PropertyField(spColorMode); + + // When color is enable, show parameters. + //if (spColorMode.intValue != (int)ColorMode.Multiply) + { + EditorGUI.indentLevel++; + + SerializedProperty spColor = serializedObject.FindProperty(colorProperty); + if (spColor == null && serializedObject.targetObject is UIEffect) { + spColor = new SerializedObject (serializedObject.targetObjects.Select(x=>(x as UIEffect).targetGraphic).ToArray()).FindProperty(colorProperty); + } + + EditorGUI.BeginChangeCheck (); + EditorGUI.showMixedValue = spColor.hasMultipleDifferentValues; +#if UNITY_2018_1_OR_NEWER + spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false); +#else + spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false, null); +#endif + if (EditorGUI.EndChangeCheck ()) { + spColor.serializedObject.ApplyModifiedProperties (); + } + + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorFactor")); + EditorGUI.indentLevel--; + } + + //================ + // Blur setting. + //================ + var spBlurMode = serializedObject.FindProperty("m_BlurMode"); + EditorGUILayout.PropertyField(spBlurMode); + + // When blur is enable, show parameters. + if (spBlurMode.intValue != (int)BlurMode.None) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor")); + + var spAdvancedBlur = serializedObject.FindProperty("m_AdvancedBlur"); + if (spAdvancedBlur != null) + { + EditorGUILayout.PropertyField(spAdvancedBlur); + } + EditorGUI.indentLevel--; + } + } + + int GetEnum(Material mat) + { + Type type = typeof(T); + string[] names = System.Enum.GetNames (type); + int[] values = System.Enum.GetValues (type) as int[]; + + int mode = 0; + for(int i=0;i + /// Implement this function to make a custom inspector. + /// + public override void OnInspectorGUI() + { + foreach (var d in targets.Cast ()) + { + var mat = d.material; + if (d.isTMPro && mat) + { + var so = new SerializedObject (d); + EffectMode eMode = (EffectMode)GetEnum (mat); + ColorMode cMode = (ColorMode)GetEnum (mat); + BlurMode bMode = (BlurMode)GetEnum (mat); + bool aBlur = mat.IsKeywordEnabled("EX"); + if (d.effectMode != eMode || d.colorMode != cMode || d.blurMode != bMode || so.FindProperty ("m_AdvancedBlur").boolValue != aBlur) + { + so.FindProperty ("m_EffectMode").intValue = (int)eMode; + so.FindProperty ("m_ColorMode").intValue = (int)cMode; + so.FindProperty ("m_BlurMode").intValue = (int)bMode; + so.FindProperty ("m_AdvancedBlur").boolValue = aBlur; + so.ApplyModifiedProperties (); + } + } + } + + + serializedObject.Update(); + bool isAnyTMPro = targets.Cast().Any(x => x.isTMPro); + var c = target as UIEffect; + + //================ + // Effect material. + //================ + var spMaterial = serializedObject.FindProperty("m_EffectMaterial"); + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.PropertyField(spMaterial); + EditorGUI.EndDisabledGroup(); + + //================ + // Effect setting. + //================ + var spToneMode = serializedObject.FindProperty("m_EffectMode"); + using (new EditorGUI.DisabledGroupScope(isAnyTMPro)) + EditorGUILayout.PropertyField(spToneMode); + + // When tone is enable, show parameters. + if (spToneMode.intValue != (int)EffectMode.None) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectFactor")); + EditorGUI.indentLevel--; + } + + //================ + // Color setting. + //================ + var spColorMode = serializedObject.FindProperty("m_ColorMode"); + using (new EditorGUI.DisabledGroupScope(isAnyTMPro)) + EditorGUILayout.PropertyField(spColorMode); + + // When color is enable, show parameters. + //if (spColorMode.intValue != (int)ColorMode.Multiply) + { + EditorGUI.indentLevel++; + + SerializedProperty spColor = serializedObject.FindProperty("m_Color"); + if (spColor == null && serializedObject.targetObject is UIEffect) { + spColor = new SerializedObject (serializedObject.targetObjects.Select(x=>(x as UIEffect).targetGraphic).ToArray()).FindProperty(!isAnyTMPro ? "m_Color" : "m_fontColor"); + } + + EditorGUI.BeginChangeCheck (); + EditorGUI.showMixedValue = spColor.hasMultipleDifferentValues; + #if UNITY_2018_1_OR_NEWER + spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false); + #else + spColor.colorValue = EditorGUILayout.ColorField (contentEffectColor, spColor.colorValue, true, false, false, null); + #endif + if (EditorGUI.EndChangeCheck ()) { + spColor.serializedObject.ApplyModifiedProperties (); + } + + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorFactor")); + EditorGUI.indentLevel--; + } + + //================ + // Blur setting. + //================ + var spBlurMode = serializedObject.FindProperty("m_BlurMode"); + using (new EditorGUI.DisabledGroupScope(isAnyTMPro)) + EditorGUILayout.PropertyField(spBlurMode); + + // When blur is enable, show parameters. + if (spBlurMode.intValue != (int)BlurMode.None) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor")); + + var spAdvancedBlur = serializedObject.FindProperty("m_AdvancedBlur"); + using (new EditorGUI.DisabledGroupScope(isAnyTMPro)) + EditorGUILayout.PropertyField(spAdvancedBlur); + EditorGUI.indentLevel--; + } + + serializedObject.ApplyModifiedProperties(); + + c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {}); + ShowCanvasChannelsWarning (); + + ShowMaterialEditors (c.materials, 1, c.materials.Length - 1); + + serializedObject.ApplyModifiedProperties(); + } + + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable (); + + _shader = Shader.Find ("TextMeshPro/Distance Field (UIEffect)"); + _mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIEffect)"); + _spriteShader = Shader.Find ("TextMeshPro/Sprite (UIEffect)"); + } + + //################################ + // Private Members. + //################################ + Shader _shader; + Shader _mobileShader; + Shader _spriteShader; + + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectEditor.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectEditor.cs.meta new file mode 100644 index 00000000..02aa24f1 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIEffectEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 4f7e9f2ce1cb543ca88606769affbe24 +timeCreated: 1487152293 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIGradientEditor.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIGradientEditor.cs new file mode 100644 index 00000000..e03ca117 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIGradientEditor.cs @@ -0,0 +1,102 @@ +using UnityEditor; +using UnityEngine; +using UnityEngine.UI; + +namespace Coffee.UIExtensions.Editors +{ + /// + /// UIEffect editor. + /// + [CustomEditor(typeof(UIGradient))] + [CanEditMultipleObjects] + public class UIGradientEditor : Editor + { + public override void OnInspectorGUI() + { + serializedObject.Update(); + + //================ + // Direction. + //================ + var spDirection = serializedObject.FindProperty("m_Direction"); + EditorGUILayout.PropertyField(spDirection); + + + //================ + // Color. + //================ + var spColor1 = serializedObject.FindProperty("m_Color1"); + var spColor2 = serializedObject.FindProperty("m_Color2"); + var spColor3 = serializedObject.FindProperty("m_Color3"); + var spColor4 = serializedObject.FindProperty("m_Color4"); + switch ((UIGradient.Direction)spDirection.intValue) + { + case UIGradient.Direction.Horizontal: + EditorGUILayout.PropertyField(spColor1, new GUIContent("Left")); + EditorGUILayout.PropertyField(spColor2, new GUIContent("Right")); + break; + case UIGradient.Direction.Vertical: + EditorGUILayout.PropertyField(spColor1, new GUIContent("Top")); + EditorGUILayout.PropertyField(spColor2, new GUIContent("Bottom")); + break; + case UIGradient.Direction.Angle: + EditorGUILayout.PropertyField(spColor1, new GUIContent("Color 1")); + EditorGUILayout.PropertyField(spColor2, new GUIContent("Color 2")); + break; + case UIGradient.Direction.Diagonal: + Rect r = EditorGUILayout.GetControlRect(false, 34); + + r = EditorGUI.PrefixLabel(r, new GUIContent("Diagonal Color")); + float w = r.width / 2; + + EditorGUI.PropertyField(new Rect(r.x, r.y, w, 16), spColor3, GUIContent.none); + EditorGUI.PropertyField(new Rect(r.x + w, r.y, w, 16), spColor4, GUIContent.none); + EditorGUI.PropertyField(new Rect(r.x, r.y + 18, w, 16), spColor1, GUIContent.none); + EditorGUI.PropertyField(new Rect(r.x + w, r.y + 18, w, 16), spColor2, GUIContent.none); + break; + } + + + //================ + // Angle. + //================ + if ((int)UIGradient.Direction.Angle <= spDirection.intValue) + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Rotation")); + } + + + //================ + // Offset. + //================ + if ((int)UIGradient.Direction.Diagonal == spDirection.intValue) + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset1"), new GUIContent("Vertical Offset")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset2"), new GUIContent("Horizontal Offset")); + } + else + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_Offset1"), new GUIContent("Offset")); + } + + + //================ + // Advanced options. + //================ + EditorGUILayout.Space(); + EditorGUILayout.LabelField("Advanced Options", EditorStyles.boldLabel); + EditorGUI.indentLevel++; + { + //if ((target as UIGradient).targetGraphic is Text) + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_GradientStyle")); + + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_ColorSpace")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_IgnoreAspectRatio")); + } + EditorGUI.indentLevel--; + + serializedObject.ApplyModifiedProperties(); + + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIGradientEditor.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIGradientEditor.cs.meta new file mode 100644 index 00000000..5070c148 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIGradientEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: c28dcc885fbba4a5187a6a1aa5fb1b3b +timeCreated: 1515895646 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIHsvModifierEditor.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIHsvModifierEditor.cs new file mode 100644 index 00000000..928c036d --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIHsvModifierEditor.cs @@ -0,0 +1,84 @@ +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; +using System.Linq; + +namespace Coffee.UIExtensions.Editors +{ + /// + /// UIEffect editor. + /// + [CustomEditor(typeof(UIHsvModifier))] + [CanEditMultipleObjects] + public class UIHsvModifierEditor : BaseMeshEffectEditor + { + //################################ + // Public/Protected Members. + //################################ + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable (); + + _spMaterial = serializedObject.FindProperty("m_EffectMaterial"); + _spTargetColor = serializedObject.FindProperty("m_TargetColor"); + _spRange = serializedObject.FindProperty("m_Range"); + _spHue = serializedObject.FindProperty("m_Hue"); + _spSaturation = serializedObject.FindProperty("m_Saturation"); + _spValue = serializedObject.FindProperty("m_Value"); + + _shader = Shader.Find ("TextMeshPro/Distance Field (UIHsvModifier)"); + _mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIHsvModifier)"); + _spriteShader = Shader.Find ("TextMeshPro/Sprite (UIHsvModifier)"); + } + + + /// + /// Implement this function to make a custom inspector. + /// + public override void OnInspectorGUI() + { + serializedObject.Update(); + + //================ + // Effect material. + //================ + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.PropertyField(_spMaterial); + EditorGUI.EndDisabledGroup(); + + //================ + // Effect setting. + //================ + EditorGUILayout.PropertyField(_spTargetColor); + EditorGUILayout.PropertyField(_spRange); + EditorGUILayout.PropertyField(_spHue); + EditorGUILayout.PropertyField(_spSaturation); + EditorGUILayout.PropertyField(_spValue); + + var c = target as UIHsvModifier; + c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {}); + ShowCanvasChannelsWarning (); + + ShowMaterialEditors (c.materials, 1, c.materials.Length - 1); + + serializedObject.ApplyModifiedProperties(); + } + + //################################ + // Private Members. + //################################ + SerializedProperty _spMaterial; + SerializedProperty _spTargetColor; + SerializedProperty _spRange; + SerializedProperty _spHue; + SerializedProperty _spSaturation; + SerializedProperty _spValue; + + Shader _shader; + Shader _mobileShader; + Shader _spriteShader; + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIHsvModifierEditor.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIHsvModifierEditor.cs.meta new file mode 100644 index 00000000..87f1694b --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIHsvModifierEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f002ba0ac474d487b936bc046dda56b4 +timeCreated: 1538806052 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShadowEditor.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShadowEditor.cs new file mode 100644 index 00000000..1e9e729d --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShadowEditor.cs @@ -0,0 +1,54 @@ +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; + +namespace Coffee.UIExtensions.Editors +{ + /// + /// UIShadow editor. + /// + [CustomEditor(typeof(UIShadow))] + [CanEditMultipleObjects] + public class UIShadowEditor : Editor + { + UIEffect uiEffect; + + void OnEnable() + { + uiEffect = (target as UIShadow).GetComponent(); + + } + + + /// + /// Implement this function to make a custom inspector. + /// + public override void OnInspectorGUI() + { + serializedObject.Update(); + + //================ + // Shadow setting. + //================ + var spShadowMode = serializedObject.FindProperty("m_Style"); + EditorGUILayout.PropertyField(spShadowMode); + + // When shadow is enable, show parameters. + if (spShadowMode.intValue != (int)ShadowStyle.None) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectDistance")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_EffectColor")); + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_UseGraphicAlpha")); + + if (uiEffect && uiEffect.blurMode != BlurMode.None) + { + EditorGUILayout.PropertyField(serializedObject.FindProperty("m_BlurFactor")); + } + EditorGUI.indentLevel--; + } + + serializedObject.ApplyModifiedProperties(); + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShadowEditor.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShadowEditor.cs.meta new file mode 100644 index 00000000..bc6a832a --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShadowEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6e76e7f628f09af449321b4776123f13 +timeCreated: 1487152293 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShinyEditor.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShinyEditor.cs new file mode 100644 index 00000000..5d9cfe04 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShinyEditor.cs @@ -0,0 +1,135 @@ +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; +using System.Linq; + +namespace Coffee.UIExtensions.Editors +{ + /// + /// UIEffect editor. + /// + [CustomEditor(typeof(UIShiny))] + [CanEditMultipleObjects] + public class UIShinyEditor : BaseMeshEffectEditor + { + //################################ + // Public/Protected Members. + //################################ + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable (); + + _spMaterial = serializedObject.FindProperty("m_EffectMaterial"); + _spEffectFactor = serializedObject.FindProperty("m_EffectFactor"); + _spEffectArea = serializedObject.FindProperty("m_EffectArea"); + _spWidth = serializedObject.FindProperty("m_Width"); + _spRotation = serializedObject.FindProperty("m_Rotation"); + _spSoftness = serializedObject.FindProperty("m_Softness"); + _spBrightness = serializedObject.FindProperty("m_Brightness"); + _spGloss = serializedObject.FindProperty("m_Gloss"); + var player = serializedObject.FindProperty("m_Player"); + _spPlay = player.FindPropertyRelative("play"); + _spDuration = player.FindPropertyRelative("duration"); + _spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay"); + _spLoop = player.FindPropertyRelative("loop"); + _spLoopDelay = player.FindPropertyRelative("loopDelay"); + _spUpdateMode = player.FindPropertyRelative("updateMode"); + + + _shader = Shader.Find ("TextMeshPro/Distance Field (UIShiny)"); + _mobileShader = Shader.Find ("TextMeshPro/Mobile/Distance Field (UIShiny)"); + _spriteShader = Shader.Find ("TextMeshPro/Sprite (UIShiny)"); + } + + + /// + /// Implement this function to make a custom inspector. + /// + public override void OnInspectorGUI() + { + serializedObject.Update(); + + //================ + // Effect material. + //================ + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.PropertyField(_spMaterial); + EditorGUI.EndDisabledGroup(); + + //================ + // Effect setting. + //================ + EditorGUILayout.PropertyField(_spEffectFactor); + EditorGUILayout.PropertyField(_spWidth); + EditorGUILayout.PropertyField(_spRotation); + EditorGUILayout.PropertyField(_spSoftness); + EditorGUILayout.PropertyField(_spBrightness); + EditorGUILayout.PropertyField(_spGloss); + + //================ + // Advanced option. + //================ + EditorGUILayout.PropertyField(_spEffectArea); + + //================ + // Effect player. + //================ + EditorGUILayout.PropertyField(_spPlay); + EditorGUILayout.PropertyField(_spDuration); + EditorGUILayout.PropertyField(_spInitialPlayDelay); + EditorGUILayout.PropertyField(_spLoop); + EditorGUILayout.PropertyField(_spLoopDelay); + EditorGUILayout.PropertyField(_spUpdateMode); + + // Debug. + using (new EditorGUI.DisabledGroupScope(!Application.isPlaying)) + using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox)) + { + GUILayout.Label("Debug"); + + if (GUILayout.Button("Play", "ButtonLeft")) + { + (target as UIShiny).Play(); + } + + if (GUILayout.Button("Stop", "ButtonRight")) + { + (target as UIShiny).Stop(); + } + } + + var c = target as UIShiny; + c.ShowTMProWarning (_shader, _mobileShader, _spriteShader, mat => {}); + ShowCanvasChannelsWarning (); + + ShowMaterialEditors (c.materials, 1, c.materials.Length - 1); + + serializedObject.ApplyModifiedProperties(); + } + + //################################ + // Private Members. + //################################ + SerializedProperty _spMaterial; + SerializedProperty _spEffectFactor; + SerializedProperty _spWidth; + SerializedProperty _spRotation; + SerializedProperty _spSoftness; + SerializedProperty _spBrightness; + SerializedProperty _spGloss; + SerializedProperty _spEffectArea; + SerializedProperty _spPlay; + SerializedProperty _spLoop; + SerializedProperty _spLoopDelay; + SerializedProperty _spDuration; + SerializedProperty _spInitialPlayDelay; + SerializedProperty _spUpdateMode; + + Shader _shader; + Shader _mobileShader; + Shader _spriteShader; + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShinyEditor.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShinyEditor.cs.meta new file mode 100644 index 00000000..7dd653a4 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UIShinyEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0080e984bad7545cd957d9121e99f988 +timeCreated: 1538806052 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UITransitionEffectEditor.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UITransitionEffectEditor.cs new file mode 100644 index 00000000..f511126f --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UITransitionEffectEditor.cs @@ -0,0 +1,190 @@ +using UnityEditor; +using UnityEditorInternal; +using UnityEngine; +using System.Linq; + +namespace Coffee.UIExtensions.Editors +{ + /// + /// UIEffect editor. + /// + [CustomEditor(typeof(UITransitionEffect))] + [CanEditMultipleObjects] + public class UITransitionEffectEditor : BaseMeshEffectEditor + { + static int s_NoiseTexId; + + //################################ + // Public/Protected Members. + //################################ + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable(); + + _spMaterial = serializedObject.FindProperty("m_EffectMaterial"); + _spEffectMode = serializedObject.FindProperty("m_EffectMode"); + _spEffectFactor = serializedObject.FindProperty("m_EffectFactor"); + _spEffectArea = serializedObject.FindProperty("m_EffectArea"); + _spKeepAspectRatio = serializedObject.FindProperty("m_KeepAspectRatio"); + _spDissolveWidth = serializedObject.FindProperty("m_DissolveWidth"); + _spDissolveSoftness = serializedObject.FindProperty("m_DissolveSoftness"); + _spDissolveColor = serializedObject.FindProperty("m_DissolveColor"); + _spTransitionTexture = serializedObject.FindProperty("m_TransitionTexture"); + var player = serializedObject.FindProperty("m_Player"); + _spPlay = player.FindPropertyRelative("play"); + _spDuration = player.FindPropertyRelative("duration"); + _spInitialPlayDelay = player.FindPropertyRelative("initialPlayDelay"); + _spLoop = player.FindPropertyRelative("loop"); + _spLoopDelay = player.FindPropertyRelative("loopDelay"); + _spUpdateMode = player.FindPropertyRelative("updateMode"); + _spPassRayOnHidden = serializedObject.FindProperty("m_PassRayOnHidden"); + + s_NoiseTexId = Shader.PropertyToID("_NoiseTex"); + + _shader = Shader.Find("TextMeshPro/Distance Field (UITransition)"); + _mobileShader = Shader.Find("TextMeshPro/Mobile/Distance Field (UITransition)"); + _spriteShader = Shader.Find("TextMeshPro/Sprite (UITransition)"); + } + + + /// + /// Implement this function to make a custom inspector. + /// + public override void OnInspectorGUI() + { + foreach (var d in targets.Cast ()) + { + var mat = d.material; + if (d.isTMPro && mat && mat.HasProperty (s_NoiseTexId)) + { + Texture noiseTexture = mat.GetTexture (s_NoiseTexId); + UITransitionEffect.EffectMode mode = + mat.IsKeywordEnabled ("CUTOFF") ? UITransitionEffect.EffectMode.Cutoff + : mat.IsKeywordEnabled ("FADE") ? UITransitionEffect.EffectMode.Fade + : mat.IsKeywordEnabled ("DISSOLVE") ? UITransitionEffect.EffectMode.Dissolve + : (UITransitionEffect.EffectMode)0; + + if (mode == (UITransitionEffect.EffectMode)0) + { + mode = UITransitionEffect.EffectMode.Cutoff; + mat.EnableKeyword ("CUTOFF"); + } + + bool hasChanged = d.transitionTexture != noiseTexture || d.effectMode != mode; + + if (hasChanged) + { + var so = new SerializedObject (d); + so.FindProperty ("m_TransitionTexture").objectReferenceValue = noiseTexture; + so.FindProperty ("m_EffectMode").intValue = (int)mode; + so.ApplyModifiedProperties (); + } + } + } + + serializedObject.Update(); + + //================ + // Effect material. + //================ + EditorGUI.BeginDisabledGroup(true); + EditorGUILayout.PropertyField(_spMaterial); + EditorGUI.EndDisabledGroup(); + + //================ + // Effect setting. + //================ + bool isAnyTMPro = targets.Cast().Any(x => x.isTMPro); + using (new EditorGUI.DisabledGroupScope(isAnyTMPro)) + EditorGUILayout.PropertyField(_spEffectMode); + + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(_spEffectFactor); + if (_spEffectMode.intValue == (int)UITransitionEffect.EffectMode.Dissolve) + { + EditorGUILayout.PropertyField(_spDissolveWidth); + EditorGUILayout.PropertyField(_spDissolveSoftness); + EditorGUILayout.PropertyField(_spDissolveColor); + } + EditorGUI.indentLevel--; + + //================ + // Advanced option. + //================ + EditorGUILayout.PropertyField(_spEffectArea); + using (new EditorGUI.DisabledGroupScope(isAnyTMPro)) + EditorGUILayout.PropertyField(_spTransitionTexture); + EditorGUILayout.PropertyField(_spKeepAspectRatio); + EditorGUILayout.PropertyField(_spPassRayOnHidden); + + //================ + // Effect player. + //================ + EditorGUILayout.PropertyField(_spPlay); + EditorGUILayout.PropertyField(_spDuration); + EditorGUILayout.PropertyField(_spInitialPlayDelay); + EditorGUILayout.PropertyField(_spLoop); + EditorGUILayout.PropertyField(_spLoopDelay); + EditorGUILayout.PropertyField(_spUpdateMode); + + // Debug. + using (new EditorGUI.DisabledGroupScope(!Application.isPlaying)) + using (new EditorGUILayout.HorizontalScope(EditorStyles.helpBox)) + { + GUILayout.Label("Debug"); + + if (GUILayout.Button("Show", "ButtonLeft")) + { + (target as UITransitionEffect).Show(); + } + + if (GUILayout.Button("Hide", "ButtonRight")) + { + (target as UITransitionEffect).Hide(); + } + } + + var current = target as UITransitionEffect; + current.ShowTMProWarning(_shader, _mobileShader, _spriteShader, mat => + { + if (mat.shader == _spriteShader) + { + mat.shaderKeywords = current.material.shaderKeywords; + mat.SetTexture(s_NoiseTexId, current.material.GetTexture(s_NoiseTexId)); + } + }); + ShowCanvasChannelsWarning(); + + ShowMaterialEditors(current.materials, 1, current.materials.Length - 1); + + serializedObject.ApplyModifiedProperties(); + } + + //################################ + // Private Members. + //################################ + SerializedProperty _spMaterial; + SerializedProperty _spEffectMode; + SerializedProperty _spEffectFactor; + SerializedProperty _spEffectArea; + SerializedProperty _spKeepAspectRatio; + SerializedProperty _spDissolveWidth; + SerializedProperty _spDissolveSoftness; + SerializedProperty _spDissolveColor; + SerializedProperty _spTransitionTexture; + SerializedProperty _spPlay; + SerializedProperty _spLoop; + SerializedProperty _spLoopDelay; + SerializedProperty _spDuration; + SerializedProperty _spInitialPlayDelay; + SerializedProperty _spUpdateMode; + SerializedProperty _spPassRayOnHidden; + + Shader _shader; + Shader _mobileShader; + Shader _spriteShader; + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UITransitionEffectEditor.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UITransitionEffectEditor.cs.meta new file mode 100644 index 00000000..14054f88 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/Editor/UITransitionEffectEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 631f363a54c834f1f846f823b31bd321 +timeCreated: 1538806067 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIDissolve.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIDissolve.cs new file mode 100644 index 00000000..983f40ea --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIDissolve.cs @@ -0,0 +1,432 @@ +using System; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.Serialization; + +namespace Coffee.UIExtensions +{ + /// + /// Dissolve effect for uGUI. + /// + [AddComponentMenu("UI/UIEffect/UIDissolve", 3)] + public class UIDissolve : UIEffectBase + { + //################################ + // Constant or Static Members. + //################################ + public const string shaderName = "UI/Hidden/UI-Effect-Dissolve"; + static readonly ParameterTexture _ptex = new ParameterTexture(8, 128, "_ParamTex"); + + + //################################ + // Serialize Members. + //################################ + [Tooltip("Current location[0-1] for dissolve effect. 0 is not dissolved, 1 is completely dissolved.")] + [FormerlySerializedAs("m_Location")] + [SerializeField] [Range(0, 1)] float m_EffectFactor = 0.5f; + + [Tooltip("Edge width.")] + [SerializeField] [Range(0, 1)] float m_Width = 0.5f; + + [Tooltip("Edge softness.")] + [SerializeField] [Range(0, 1)] float m_Softness = 0.5f; + + [Tooltip("Edge color.")] + [SerializeField] [ColorUsage(false)] Color m_Color = new Color(0.0f, 0.25f, 1.0f); + + [Tooltip("Edge color effect mode.")] + [SerializeField] ColorMode m_ColorMode = ColorMode.Add; + + [Tooltip("Noise texture for dissolving (single channel texture).")] + [SerializeField] Texture m_NoiseTexture; + + [Header("Advanced Option")] + [Tooltip("The area for effect.")] + [SerializeField] protected EffectArea m_EffectArea; + + [Tooltip("Keep effect aspect ratio.")] + [SerializeField] bool m_KeepAspectRatio; + + [Header("Effect Player")] + [SerializeField] EffectPlayer m_Player; + + [Tooltip("Reverse the dissolve effect.")] + [FormerlySerializedAs("m_ReverseAnimation")] + [SerializeField] bool m_Reverse = false; + + #pragma warning disable 0414 + [Obsolete][HideInInspector] + [SerializeField][Range(0.1f, 10)] float m_Duration = 1; + [Obsolete][HideInInspector] + [SerializeField] AnimatorUpdateMode m_UpdateMode = AnimatorUpdateMode.Normal; + #pragma warning restore 0414 + + + //################################ + // Public Members. + //################################ + + /// + /// Effect factor between 0(start) and 1(end). + /// + [System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")] + public float location + { + get { return m_EffectFactor; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_EffectFactor, value)) + { + m_EffectFactor = value; + SetDirty(); + } + } + } + + /// + /// Effect factor between 0(start) and 1(end). + /// + public float effectFactor + { + get { return m_EffectFactor; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_EffectFactor, value)) + { + m_EffectFactor = value; + SetDirty(); + } + } + } + + /// + /// Edge width. + /// + public float width + { + get { return m_Width; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_Width, value)) + { + m_Width = value; + SetDirty(); + } + } + } + + /// + /// Edge softness. + /// + public float softness + { + get { return m_Softness; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_Softness, value)) + { + m_Softness = value; + SetDirty(); + } + } + } + + /// + /// Edge color. + /// + public Color color + { + get { return m_Color; } + set + { + if (m_Color != value) + { + m_Color = value; + SetDirty(); + } + } + } + + /// + /// Noise texture. + /// + public Texture noiseTexture + { + get { return m_NoiseTexture ?? material.GetTexture("_NoiseTex"); } + set + { + if (m_NoiseTexture != value) + { + m_NoiseTexture = value; + if (graphic) + { + ModifyMaterial(); + } + } + } + } + + /// + /// The area for effect. + /// + public EffectArea effectArea + { + get { return m_EffectArea; } + set + { + if (m_EffectArea != value) + { + m_EffectArea = value; + SetVerticesDirty(); + } + } + } + + /// + /// Keep aspect ratio. + /// + public bool keepAspectRatio + { + get { return m_KeepAspectRatio; } + set + { + if (m_KeepAspectRatio != value) + { + m_KeepAspectRatio = value; + SetVerticesDirty (); + } + } + } + + /// + /// Color effect mode. + /// + public ColorMode colorMode { get { return m_ColorMode; } } + + /// + /// Play effect on enable. + /// + [System.Obsolete("Use Play/Stop method instead")] + public bool play { get { return _player.play; } set { _player.play = value; } } + + /// + /// Play effect loop. + /// + [System.Obsolete] + public bool loop { get { return _player.loop; } set { _player.loop = value; } } + + /// + /// The duration for playing effect. + /// + public float duration { get { return _player.duration; } set { _player.duration = Mathf.Max(value, 0.1f); } } + + /// + /// Delay on loop effect. + /// + [System.Obsolete] + public float loopDelay { get { return _player.loopDelay; } set { _player.loopDelay = Mathf.Max(value, 0); } } + + /// + /// Update mode for playing effect. + /// + public AnimatorUpdateMode updateMode { get { return _player.updateMode; } set { _player.updateMode = value; } } + + /// + /// Reverse the dissolve effect. + /// + public bool reverse { get { return m_Reverse; } set { m_Reverse = value; } } + + /// + /// Gets the parameter texture. + /// + public override ParameterTexture ptex { get { return _ptex; } } + + /// + /// Modifies the material. + /// + public override void ModifyMaterial() + { + if (isTMPro) + { + return; + } + + ulong hash = (m_NoiseTexture ? (uint)m_NoiseTexture.GetInstanceID() : 0) + ((ulong)1 << 32) + ((ulong)m_ColorMode << 36); + if (_materialCache != null && (_materialCache.hash != hash || !isActiveAndEnabled || !m_EffectMaterial)) + { + MaterialCache.Unregister(_materialCache); + _materialCache = null; + } + + if (!isActiveAndEnabled || !m_EffectMaterial) + { + material = null; + } + else if (!m_NoiseTexture) + { + material = m_EffectMaterial; + } + else if (_materialCache != null && _materialCache.hash == hash) + { + material = _materialCache.material; + } + else + { + _materialCache = MaterialCache.Register(hash, m_NoiseTexture, () => + { + var mat = new Material(m_EffectMaterial); + mat.name += "_" + m_NoiseTexture.name; + mat.SetTexture("_NoiseTex", m_NoiseTexture); + return mat; + }); + material = _materialCache.material; + } + } + + /// + /// Modifies the mesh. + /// + public override void ModifyMesh(VertexHelper vh) + { + if (!isActiveAndEnabled) + return; + + bool isText = isTMPro || graphic is Text; + float normalizedIndex = ptex.GetNormalizedIndex(this); + + // rect. + var tex = noiseTexture; + var aspectRatio = m_KeepAspectRatio && tex ? ((float)tex.width) / tex.height : -1; + Rect rect = m_EffectArea.GetEffectArea(vh, rectTransform.rect, aspectRatio); + + // Calculate vertex position. + UIVertex vertex = default(UIVertex); + float x, y; + int count = vh.currentVertCount; + for (int i = 0; i < count; i++) + { + vh.PopulateUIVertex(ref vertex, i); + m_EffectArea.GetPositionFactor (i, rect, vertex.position, isText, isTMPro, out x, out y); + + vertex.uv0 = new Vector2( + Packer.ToFloat(vertex.uv0.x, vertex.uv0.y), + Packer.ToFloat(x, y, normalizedIndex) + ); +// if(!isTMPro) +// { +// vertex.uv0 = new Vector2( +// Packer.ToFloat(vertex.uv0.x, vertex.uv0.y), +// Packer.ToFloat(x, y, normalizedIndex) +// ); +// } +// #if UNITY_5_6_OR_NEWER +// else +// { +// vertex.uv2 = new Vector2 ( +// Packer.ToFloat (x, y, normalizedIndex), +// 0 +// ); +// } +// #endif + + vh.SetUIVertex(vertex, i); + } + } + + protected override void SetDirty() + { + foreach(var m in materials) + { + ptex.RegisterMaterial (m); + } + ptex.SetData(this, 0, m_EffectFactor); // param1.x : location + ptex.SetData(this, 1, m_Width); // param1.y : width + ptex.SetData(this, 2, m_Softness); // param1.z : softness + ptex.SetData(this, 4, m_Color.r); // param2.x : red + ptex.SetData(this, 5, m_Color.g); // param2.y : green + ptex.SetData(this, 6, m_Color.b); // param2.z : blue + } + + /// + /// Play effect. + /// + public void Play(bool reset = true) + { + _player.Play(reset); + } + + /// + /// Stop effect. + /// + public void Stop(bool reset = true) + { + _player.Stop(reset); + } + + //################################ + // Protected Members. + //################################ + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable(); + + _player.OnEnable((f) => + { + effectFactor = m_Reverse ? 1f - f : f; + }); + } + + protected override void OnDisable() + { + base.OnDisable (); + MaterialCache.Unregister(_materialCache); + _materialCache = null; + _player.OnDisable(); + } + +#if UNITY_EDITOR + /// + /// Gets the material. + /// + /// The material. + protected override Material GetMaterial() + { + if (isTMPro) + { + return null; + } + + return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_ColorMode); + } + + #pragma warning disable 0612 + protected override void UpgradeIfNeeded() + { + // Upgrade for v3.0.0 + if (IsShouldUpgrade(300)) + { + _player.play = false; + _player.duration = m_Duration; + _player.loop = false; + _player.loopDelay = 1; + _player.updateMode = m_UpdateMode; + } + } + #pragma warning restore 0612 +#endif + + //################################ + // Private Members. + //################################ + MaterialCache _materialCache = null; + + EffectPlayer _player{ get { return m_Player ?? (m_Player = new EffectPlayer()); } } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIDissolve.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIDissolve.cs.meta new file mode 100644 index 00000000..f8c4e73c --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIDissolve.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: ce76b7a490bd74f34a2f2752641aea24 +timeCreated: 1538866738 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: + - m_EffectMaterial: {instanceID: 0} + - m_PtexMaterial: {instanceID: 0} + - m_NoiseTexture: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffect.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffect.cs new file mode 100644 index 00000000..69ff52dd --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffect.cs @@ -0,0 +1,488 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.Serialization; + +#if UNITY_EDITOR +using System.IO; +using System.Linq; +using UnityEditor; +#endif + +namespace Coffee.UIExtensions +{ + /// + /// UIEffect. + /// + [ExecuteInEditMode] + [RequireComponent(typeof(Graphic))] + [DisallowMultipleComponent] + [AddComponentMenu("UI/UIEffect/UIEffect", 1)] + public class UIEffect : UIEffectBase + { + //################################ + // Constant or Static Members. + //################################ + public const string shaderName = "UI/Hidden/UI-Effect"; + static readonly ParameterTexture _ptex = new ParameterTexture(4, 1024, "_ParamTex"); + + + //################################ + // Serialize Members. + //################################ + [FormerlySerializedAs("m_ToneLevel")] + [Tooltip("Effect factor between 0(no effect) and 1(complete effect).")] + [SerializeField][Range(0, 1)] float m_EffectFactor = 1; + + [Tooltip("Color effect factor between 0(no effect) and 1(complete effect).")] + [SerializeField][Range(0, 1)] float m_ColorFactor = 1; + + [FormerlySerializedAs("m_Blur")] + [Tooltip("How far is the blurring from the graphic.")] + [SerializeField][Range(0, 1)] float m_BlurFactor = 1; + + [FormerlySerializedAs("m_ToneMode")] + [Tooltip("Effect mode")] + [SerializeField] EffectMode m_EffectMode = EffectMode.None; + + [Tooltip("Color effect mode")] + [SerializeField] ColorMode m_ColorMode = ColorMode.Multiply; + + [Tooltip("Blur effect mode")] + [SerializeField] BlurMode m_BlurMode = BlurMode.None; + + [Tooltip("Advanced blurring remove common artifacts in the blur effect for uGUI.")] + [SerializeField] bool m_AdvancedBlur = false; + + #pragma warning disable 0414 + [Obsolete][HideInInspector] + [SerializeField][Range(0, 1)] float m_ShadowBlur = 1; + [Obsolete][HideInInspector] + [SerializeField] ShadowStyle m_ShadowStyle; + [Obsolete][HideInInspector] + [SerializeField] Color m_ShadowColor = Color.black; + [Obsolete][HideInInspector] + [SerializeField] Vector2 m_EffectDistance = new Vector2(1f, -1f); + [Obsolete][HideInInspector] + [SerializeField] bool m_UseGraphicAlpha = true; + [Obsolete][HideInInspector] + [SerializeField] Color m_EffectColor = Color.white; + [Obsolete][HideInInspector] + [SerializeField] List m_AdditionalShadows = new List(); + #pragma warning restore 0414 + + public enum BlurEx + { + None = 0, + Ex = 1, + } + + //################################ + // Public Members. + //################################ +#if UNITY_2017_1_OR_NEWER + public override AdditionalCanvasShaderChannels requiredChannels + { + get + { + if (advancedBlur) + { + return isTMPro + ? AdditionalCanvasShaderChannels.TexCoord1 | AdditionalCanvasShaderChannels.TexCoord2 + : AdditionalCanvasShaderChannels.TexCoord1; + } + return AdditionalCanvasShaderChannels.None; + } + } +#endif + + /// + /// Effect factor between 0(no effect) and 1(complete effect). + /// + [System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")] + public float toneLevel + { + get { return m_EffectFactor; } + set + { + m_EffectFactor = Mathf.Clamp(value, 0, 1); + SetDirty(); + } + } + + /// + /// Effect factor between 0(no effect) and 1(complete effect). + /// + public float effectFactor + { + get { return m_EffectFactor; } + set + { + m_EffectFactor = Mathf.Clamp(value, 0, 1); + SetDirty(); + } + } + + /// + /// Color effect factor between 0(no effect) and 1(complete effect). + /// + public float colorFactor + { + get { return m_ColorFactor; } + set + { + m_ColorFactor = Mathf.Clamp(value, 0, 1); + SetDirty(); + } + } + + /// + /// How far is the blurring from the graphic. + /// + [System.Obsolete("Use blurFactor instead (UnityUpgradable) -> blurFactor")] + public float blur + { + get { return m_BlurFactor; } + set + { + m_BlurFactor = Mathf.Clamp(value, 0, 1); + SetDirty(); + } + } + + /// + /// How far is the blurring from the graphic. + /// + [System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")] + public float blurFactor + { + get { return m_BlurFactor; } + set + { + m_BlurFactor = Mathf.Clamp(value, 0, 1); + SetDirty(); + } + } + + /// + /// Effect mode(readonly). + /// + [System.Obsolete("Use effectMode instead (UnityUpgradable) -> effectMode")] + public EffectMode toneMode { get { return m_EffectMode; } } + + /// + /// Effect mode(readonly). + /// + public EffectMode effectMode { get { return m_EffectMode; } } + + /// + /// Color effect mode(readonly). + /// + public ColorMode colorMode { get { return m_ColorMode; } } + + /// + /// Blur effect mode(readonly). + /// + public BlurMode blurMode { get { return m_BlurMode; } } + + /// + /// Color for the color effect. + /// + public Color effectColor + { + get { return graphic.color; } + set + { + graphic.color = value; + SetDirty(); + } + } + + /// + /// Gets the parameter texture. + /// + public override ParameterTexture ptex { get { return _ptex; } } + + /// + /// Advanced blurring remove common artifacts in the blur effect for uGUI. + /// + public bool advancedBlur { get { return isTMPro ? (material && material.IsKeywordEnabled("EX")) : m_AdvancedBlur; } } + + /// + /// Modifies the mesh. + /// + public override void ModifyMesh(VertexHelper vh) + { + if (!isActiveAndEnabled) + { + return; + } + + float normalizedIndex = ptex.GetNormalizedIndex(this); + + if (m_BlurMode != BlurMode.None && advancedBlur) + { + vh.GetUIVertexStream(tempVerts); + vh.Clear(); + var count = tempVerts.Count; + + // Bundle + int bundleSize = (targetGraphic is Text || isTMPro) ? 6 : count; + Rect posBounds = default(Rect); + Rect uvBounds = default(Rect); + Vector3 size = default(Vector3); + Vector3 tPos = default(Vector3); + Vector3 tUV = default(Vector3); + float expand = (float)blurMode * 6 * 2; + + for (int i = 0; i < count; i += bundleSize) + { + // min/max for bundled-quad + GetBounds(tempVerts, i, bundleSize, ref posBounds, ref uvBounds, true); + + // Pack uv mask. + Vector2 uvMask = new Vector2(Packer.ToFloat(uvBounds.xMin, uvBounds.yMin), Packer.ToFloat(uvBounds.xMax, uvBounds.yMax)); + + // Quad + for (int j = 0; j < bundleSize; j += 6) + { + Vector3 cornerPos1 = tempVerts[i + j + 1].position; + Vector3 cornerPos2 = tempVerts[i + j + 4].position; + + // Is outer quad? + bool hasOuterEdge = (bundleSize == 6) + || !posBounds.Contains(cornerPos1) + || !posBounds.Contains(cornerPos2); + if (hasOuterEdge) + { + Vector3 cornerUv1 = tempVerts[i + j + 1].uv0; + Vector3 cornerUv2 = tempVerts[i + j + 4].uv0; + + Vector3 centerPos = (cornerPos1 + cornerPos2) / 2; + Vector3 centerUV = (cornerUv1 + cornerUv2) / 2; + size = (cornerPos1 - cornerPos2); + + size.x = 1 + expand / Mathf.Abs(size.x); + size.y = 1 + expand / Mathf.Abs(size.y); + size.z = 1 + expand / Mathf.Abs(size.z); + + tPos = centerPos - Vector3.Scale(size, centerPos); + tUV = centerUV - Vector3.Scale(size, centerUV); + } + + // Vertex + for (int k = 0; k < 6; k++) + { + UIVertex vt = tempVerts[i + j + k]; + + Vector3 pos = vt.position; + Vector2 uv0 = vt.uv0; + + if (hasOuterEdge && (pos.x < posBounds.xMin || posBounds.xMax < pos.x)) + { + pos.x = pos.x * size.x + tPos.x; + uv0.x = uv0.x * size.x + tUV.x; + } + if (hasOuterEdge && (pos.y < posBounds.yMin || posBounds.yMax < pos.y)) + { + pos.y = pos.y * size.y + tPos.y; + uv0.y = uv0.y * size.y + tUV.y; + } + + vt.uv0 = new Vector2(Packer.ToFloat((uv0.x + 0.5f) / 2f, (uv0.y + 0.5f) / 2f), normalizedIndex); + vt.position = pos; + + if (isTMPro) + { + #if UNITY_2017_1_OR_NEWER + vt.uv2 = uvMask; + #endif + } + else + { + vt.uv1 = uvMask; + } + + tempVerts[i + j + k] = vt; + } + } + } + + vh.AddUIVertexTriangleStream(tempVerts); + tempVerts.Clear(); + } + else + { + int count = vh.currentVertCount; + UIVertex vt = default(UIVertex); + for (int i = 0; i < count; i++) + { + vh.PopulateUIVertex(ref vt, i); + Vector2 uv0 = vt.uv0; + vt.uv0 = new Vector2( + Packer.ToFloat((uv0.x + 0.5f) / 2f, (uv0.y + 0.5f) / 2f), + normalizedIndex + ); + vh.SetUIVertex(vt, i); + } + } + } + + protected override void SetDirty() + { + foreach (var m in materials) + { + ptex.RegisterMaterial (m); + } + ptex.SetData(this, 0, m_EffectFactor); // param.x : effect factor + ptex.SetData(this, 1, m_ColorFactor); // param.y : color factor + ptex.SetData(this, 2, m_BlurFactor); // param.z : blur factor + } + +#if UNITY_EDITOR + /// + /// Gets the material. + /// + /// The material. + protected override Material GetMaterial() + { + if (isTMPro) + { + return null; + } + return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode, m_ColorMode, m_BlurMode, m_AdvancedBlur ? BlurEx.Ex : BlurEx.None); + } + + #pragma warning disable 0612 + protected override void UpgradeIfNeeded() + { + // Upgrade for v3.0.0 + if (IsShouldUpgrade(300)) + { + if (m_ColorMode != ColorMode.Multiply) + { + Color col = targetGraphic.color; + col.r = m_EffectColor.r; + col.g = m_EffectColor.g; + col.b = m_EffectColor.b; + targetGraphic.color = col; + m_ColorFactor = m_EffectColor.a; + } + + if (m_ShadowStyle != ShadowStyle.None || m_AdditionalShadows.Any(x => x.style != ShadowStyle.None)) + { + if (m_ShadowStyle != ShadowStyle.None) + { + var shadow = gameObject.GetComponent() ?? gameObject.AddComponent(); + shadow.style = m_ShadowStyle; + shadow.effectDistance = m_EffectDistance; + shadow.effectColor = m_ShadowColor; + shadow.useGraphicAlpha = m_UseGraphicAlpha; + shadow.blurFactor = m_ShadowBlur; + } + + foreach (var s in m_AdditionalShadows) + { + if (s.style == ShadowStyle.None) + { + continue; + } + + var shadow = gameObject.AddComponent(); + shadow.style = s.style; + shadow.effectDistance = s.effectDistance; + shadow.effectColor = s.effectColor; + shadow.useGraphicAlpha = s.useGraphicAlpha; + shadow.blurFactor = s.blur; + } + + m_ShadowStyle = ShadowStyle.None; + m_AdditionalShadows = null; + + if (m_EffectMode == EffectMode.None && m_ColorMode == ColorMode.Multiply && m_BlurMode == BlurMode.None) + { + DestroyImmediate(this, true); + } + } + + int tone = (int)m_EffectMode; + const int Mono = 5; + const int Cutoff = 6; + const int Hue = 7; + if (tone == Hue) + { + var go = gameObject; + var hue = m_EffectFactor; + DestroyImmediate(this, true); + var hsv = go.GetComponent() ?? go.AddComponent(); + hsv.hue = hue; + hsv.range = 1; + } + + // Cutoff/Mono + if (tone == Cutoff || tone == Mono) + { + var go = gameObject; + var factor = m_EffectFactor; + var transitionMode = tone == Cutoff + ? UITransitionEffect.EffectMode.Cutoff + : UITransitionEffect.EffectMode.Fade; + DestroyImmediate(this, true); + var trans = go.GetComponent() ?? go.AddComponent(); + trans.effectFactor = factor; + + var sp = new SerializedObject(trans).FindProperty("m_EffectMode"); + sp.intValue = (int)transitionMode; + sp.serializedObject.ApplyModifiedProperties(); + } + } + } + #pragma warning restore 0612 +#endif + + //################################ + // Private Members. + //################################ + static void GetBounds(List verts, int start, int count, ref Rect posBounds, ref Rect uvBounds, bool global) + { + Vector2 minPos = new Vector2(float.MaxValue, float.MaxValue); + Vector2 maxPos = new Vector2(float.MinValue, float.MinValue); + Vector2 minUV = new Vector2(float.MaxValue, float.MaxValue); + Vector2 maxUV = new Vector2(float.MinValue, float.MinValue); + for (int i = start; i < start + count; i++) + { + UIVertex vt = verts[i]; + + Vector2 uv = vt.uv0; + Vector3 pos = vt.position; + + // Left-Bottom + if (minPos.x >= pos.x && minPos.y >= pos.y) + { + minPos = pos; + } + // Right-Top + else if (maxPos.x <= pos.x && maxPos.y <= pos.y) + { + maxPos = pos; + } + + // Left-Bottom + if (minUV.x >= uv.x && minUV.y >= uv.y) + { + minUV = uv; + } + // Right-Top + else if (maxUV.x <= uv.x && maxUV.y <= uv.y) + { + maxUV = uv; + } + } + + // Shrink coordinate for detect edge + posBounds.Set(minPos.x + 0.001f, minPos.y + 0.001f, maxPos.x - minPos.x - 0.002f, maxPos.y - minPos.y - 0.002f); + uvBounds.Set(minUV.x, minUV.y, maxUV.x - minUV.x, maxUV.y - minUV.y); + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffect.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffect.cs.meta new file mode 100644 index 00000000..1155fe8b --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffect.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f8b2ed11d675446c5a49da1ea296d490 +timeCreated: 1485321967 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffectCapturedImage.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffectCapturedImage.cs new file mode 100644 index 00000000..bbaac106 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffectCapturedImage.cs @@ -0,0 +1,552 @@ +using System.Collections; +using System.Linq; +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.Rendering; +using UnityEngine.UI; + +namespace Coffee.UIExtensions +{ + /// + /// UIEffectCapturedImage + /// + [AddComponentMenu("UI/UIEffect/UIEffectCapturedImage", 200)] + public class UIEffectCapturedImage : RawImage +#if UNITY_EDITOR + , ISerializationCallbackReceiver +#endif + { + + //################################ + // Constant or Static Members. + //################################ + public const string shaderName = "UI/Hidden/UI-EffectCapture"; + + /// + /// Desampling rate. + /// + public enum DesamplingRate + { + None = 0, + x1 = 1, + x2 = 2, + x4 = 4, + x8 = 8, + } + + + //################################ + // Serialize Members. + //################################ + [Tooltip("Effect factor between 0(no effect) and 1(complete effect).")] + [FormerlySerializedAs("m_ToneLevel")] + [SerializeField][Range(0, 1)] float m_EffectFactor = 1; + + [Tooltip("Color effect factor between 0(no effect) and 1(complete effect).")] + [SerializeField][Range(0, 1)] float m_ColorFactor = 1; + + [Tooltip("How far is the blurring from the graphic.")] + [FormerlySerializedAs("m_Blur")] + [SerializeField][Range(0, 1)] float m_BlurFactor = 1; + + [Tooltip("Effect mode.")] + [FormerlySerializedAs("m_ToneMode")] + [SerializeField] EffectMode m_EffectMode = EffectMode.None; + + [Tooltip("Color effect mode.")] + [SerializeField] ColorMode m_ColorMode = ColorMode.Multiply; + + [Tooltip("Blur effect mode.")] + [SerializeField] BlurMode m_BlurMode = BlurMode.DetailBlur; + + [Tooltip("Color for the color effect.")] + [SerializeField] Color m_EffectColor = Color.white; + + [Tooltip("Desampling rate of the generated RenderTexture.")] + [SerializeField] DesamplingRate m_DesamplingRate = DesamplingRate.x1; + + [Tooltip("Desampling rate of reduction buffer to apply effect.")] + [SerializeField] DesamplingRate m_ReductionRate = DesamplingRate.x1; + + [Tooltip("FilterMode for capturing.")] + [SerializeField] FilterMode m_FilterMode = FilterMode.Bilinear; + + [Tooltip("Effect material.")] + [SerializeField] Material m_EffectMaterial = null; + + [Tooltip("Blur iterations.")] + [FormerlySerializedAs("m_Iterations")] + [SerializeField][Range(1, 8)] int m_BlurIterations = 3; + + [Tooltip("Fits graphic size to screen on captured.")] + [FormerlySerializedAs("m_KeepCanvasSize")] + [SerializeField] bool m_FitToScreen = true; + + [Tooltip("Capture automatically on enable.")] + [SerializeField] bool m_CaptureOnEnable = false; + + + //################################ + // Public Members. + //################################ + /// + /// Effect factor between 0(no effect) and 1(complete effect). + /// + [System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")] + public float toneLevel { get { return m_EffectFactor; } set { m_EffectFactor = Mathf.Clamp(value, 0, 1); } } + + /// + /// Effect factor between 0(no effect) and 1(complete effect). + /// + public float effectFactor { get { return m_EffectFactor; } set { m_EffectFactor = Mathf.Clamp(value, 0, 1); } } + + /// + /// Color effect factor between 0(no effect) and 1(complete effect). + /// + public float colorFactor { get { return m_ColorFactor; } set { m_ColorFactor = Mathf.Clamp(value, 0, 1); } } + + /// + /// How far is the blurring from the graphic. + /// + [System.Obsolete("Use blurFactor instead (UnityUpgradable) -> blurFactor")] + public float blur { get { return m_BlurFactor; } set { m_BlurFactor = Mathf.Clamp(value, 0, 4); } } + + /// + /// How far is the blurring from the graphic. + /// + public float blurFactor { get { return m_BlurFactor; } set { m_BlurFactor = Mathf.Clamp(value, 0, 4); } } + + /// + /// Tone effect mode. + /// + [System.Obsolete("Use effectMode instead (UnityUpgradable) -> effectMode")] + public EffectMode toneMode { get { return m_EffectMode; } } + + /// + /// Effect mode. + /// + public EffectMode effectMode { get { return m_EffectMode; } } + + /// + /// Color effect mode. + /// + public ColorMode colorMode { get { return m_ColorMode; } } + + /// + /// Blur effect mode. + /// + public BlurMode blurMode { get { return m_BlurMode; } } + + /// + /// Color for the color effect. + /// + public Color effectColor { get { return m_EffectColor; } set { m_EffectColor = value; } } + + /// + /// Effect material. + /// + public virtual Material effectMaterial { get { return m_EffectMaterial; } } + + /// + /// Desampling rate of the generated RenderTexture. + /// + public DesamplingRate desamplingRate { get { return m_DesamplingRate; } set { m_DesamplingRate = value; } } + + /// + /// Desampling rate of reduction buffer to apply effect. + /// + public DesamplingRate reductionRate { get { return m_ReductionRate; } set { m_ReductionRate = value; } } + + /// + /// FilterMode for capturing. + /// + public FilterMode filterMode { get { return m_FilterMode; } set { m_FilterMode = value; } } + + /// + /// Captured texture. + /// + public RenderTexture capturedTexture { get { return _rt; } } + + /// + /// Blur iterations. + /// + [System.Obsolete("Use blurIterations instead (UnityUpgradable) -> blurIterations")] + public int iterations { get { return m_BlurIterations; } set { m_BlurIterations = value; } } + + /// + /// Blur iterations. + /// + public int blurIterations { get { return m_BlurIterations; } set { m_BlurIterations = value; } } + + /// + /// Fits graphic size to screen. + /// + [System.Obsolete("Use fitToScreen instead (UnityUpgradable) -> fitToScreen")] + public bool keepCanvasSize { get { return m_FitToScreen; } set { m_FitToScreen = value; } } + + /// + /// Fits graphic size to screen on captured. + /// + public bool fitToScreen { get { return m_FitToScreen; } set { m_FitToScreen = value; } } + + /// + /// Target RenderTexture to capture. + /// + [System.Obsolete] + public RenderTexture targetTexture { get { return null; } set { } } + + /// + /// Capture automatically on enable. + /// + public bool captureOnEnable { get { return m_CaptureOnEnable; } set { m_CaptureOnEnable = value; } } + + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable(); + if (m_CaptureOnEnable && Application.isPlaying) + { + Capture(); + } + } + + protected override void OnDisable() + { + base.OnDisable(); + if (m_CaptureOnEnable && Application.isPlaying) + { + _Release(false); + texture = null; + } + } + + /// + /// This function is called when the MonoBehaviour will be destroyed. + /// + protected override void OnDestroy() + { + Release(); + base.OnDestroy(); + } + + /// + /// Callback function when a UI element needs to generate vertices. + /// + protected override void OnPopulateMesh(VertexHelper vh) + { + // When not displaying, clear vertex. + if (texture == null || color.a < 1 / 255f || canvasRenderer.GetAlpha() < 1 / 255f) + { + vh.Clear(); + } + else + { + base.OnPopulateMesh(vh); + int count = vh.currentVertCount; + UIVertex vt = default(UIVertex); + Color c = color; + for (int i = 0; i < count; i++) + { + vh.PopulateUIVertex(ref vt, i); + vt.color = c; + vh.SetUIVertex(vt, i); + } + } + } + + /// + /// Gets the size of the desampling. + /// + public void GetDesamplingSize(DesamplingRate rate, out int w, out int h) + { +#if UNITY_EDITOR + if (!Application.isPlaying) + { + var res = UnityEditor.UnityStats.screenRes.Split('x'); + w = int.Parse(res[0]); + h = int.Parse(res[1]); + } + else +#endif + { + w = Screen.width; + h = Screen.height; + } + + if (rate == DesamplingRate.None) + return; + + float aspect = (float)w / h; + if (w < h) + { + h = Mathf.ClosestPowerOfTwo(h / (int)rate); + w = Mathf.CeilToInt(h * aspect); + } + else + { + w = Mathf.ClosestPowerOfTwo(w / (int)rate); + h = Mathf.CeilToInt(w / aspect); + } + } + + /// + /// Capture rendering result. + /// + public void Capture() + { + // Fit to screen. + var rootCanvas = canvas.rootCanvas; + if (m_FitToScreen) + { + var rootTransform = rootCanvas.transform as RectTransform; + var size = rootTransform.rect.size; + rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Horizontal, size.x); + rectTransform.SetSizeWithCurrentAnchors(RectTransform.Axis.Vertical, size.y); + rectTransform.position = rootTransform.position; + } + + // Cache some ids. + if (s_CopyId == 0) + { + s_CopyId = Shader.PropertyToID("_UIEffectCapturedImage_ScreenCopyId"); + s_EffectId1 = Shader.PropertyToID("_UIEffectCapturedImage_EffectId1"); + s_EffectId2 = Shader.PropertyToID("_UIEffectCapturedImage_EffectId2"); + + s_EffectFactorId = Shader.PropertyToID("_EffectFactor"); + s_ColorFactorId = Shader.PropertyToID("_ColorFactor"); + s_CommandBuffer = new CommandBuffer(); + } + + + // If size of result RT has changed, release it. + int w, h; + GetDesamplingSize(m_DesamplingRate, out w, out h); + if (_rt && (_rt.width != w || _rt.height != h)) + { + _Release(ref _rt); + } + + // Generate RT for result. + if (_rt == null) + { + _rt = RenderTexture.GetTemporary(w, h, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default); + _rt.filterMode = m_FilterMode; + _rt.useMipMap = false; + _rt.wrapMode = TextureWrapMode.Clamp; + _rtId = new RenderTargetIdentifier(_rt); + } + SetupCommandBuffer(); + } + + void SetupCommandBuffer() + { + // Material for effect. + Material mat = m_EffectMaterial; + + if (s_CommandBuffer == null) + { + s_CommandBuffer = new CommandBuffer(); + } + + // [1] Capture from back buffer (back buffer -> copied screen). + int w, h; + GetDesamplingSize(DesamplingRate.None, out w, out h); + s_CommandBuffer.GetTemporaryRT(s_CopyId, w, h, 0, m_FilterMode); +#if UNITY_EDITOR + s_CommandBuffer.Blit(Resources.FindObjectsOfTypeAll().FirstOrDefault(x => x.name == "GameView RT"), s_CopyId); +#else + s_CommandBuffer.Blit(BuiltinRenderTextureType.BindableTexture, s_CopyId); +#endif + + // Set properties for effect. + s_CommandBuffer.SetGlobalVector(s_EffectFactorId, new Vector4(m_EffectFactor, 0)); + s_CommandBuffer.SetGlobalVector(s_ColorFactorId, new Vector4(m_EffectColor.r, m_EffectColor.g, m_EffectColor.b, m_EffectColor.a)); + + // [2] Apply base effect with reduction buffer (copied screen -> effect1). + GetDesamplingSize(m_ReductionRate, out w, out h); + s_CommandBuffer.GetTemporaryRT(s_EffectId1, w, h, 0, m_FilterMode); + s_CommandBuffer.Blit(s_CopyId, s_EffectId1, mat, 0); + s_CommandBuffer.ReleaseTemporaryRT(s_CopyId); + + // Iterate blurring operation. + if (m_BlurMode != BlurMode.None) + { + s_CommandBuffer.GetTemporaryRT(s_EffectId2, w, h, 0, m_FilterMode); + for (int i = 0; i < m_BlurIterations; i++) + { + // [3] Apply blurring with reduction buffer (effect1 -> effect2, or effect2 -> effect1). + s_CommandBuffer.SetGlobalVector(s_EffectFactorId, new Vector4(m_BlurFactor, 0)); + s_CommandBuffer.Blit(s_EffectId1, s_EffectId2, mat, 1); + s_CommandBuffer.SetGlobalVector(s_EffectFactorId, new Vector4(0, m_BlurFactor)); + s_CommandBuffer.Blit(s_EffectId2, s_EffectId1, mat, 1); + } + s_CommandBuffer.ReleaseTemporaryRT(s_EffectId2); + } + + // [4] Copy to result RT. + s_CommandBuffer.Blit(s_EffectId1, _rtId); + s_CommandBuffer.ReleaseTemporaryRT(s_EffectId1); + +#if UNITY_EDITOR + if (!Application.isPlaying) + { + Graphics.ExecuteCommandBuffer(s_CommandBuffer); + + UpdateTexture(); + return; + } +#endif + // Execute command buffer. + canvas.rootCanvas.GetComponent ().StartCoroutine (_CoUpdateTextureOnNextFrame ()); + } + + /// + /// Release captured image. + /// + public void Release() + { + _Release(true); + texture = null; + _SetDirty(); + } + +#if UNITY_EDITOR + protected override void Reset() + { + // Set parameters as 'Medium'. + m_BlurIterations = 3; + m_FilterMode = FilterMode.Bilinear; + m_DesamplingRate = DesamplingRate.x1; + m_ReductionRate = DesamplingRate.x1; + base.Reset(); + } + + /// + /// Raises the before serialize event. + /// + public void OnBeforeSerialize() + { + } + + /// + /// Raises the after deserialize event. + /// + public void OnAfterDeserialize() + { + UnityEditor.EditorApplication.delayCall += () => UpdateMaterial(true); + } + + /// + /// Raises the validate event. + /// + protected override void OnValidate() + { + base.OnValidate(); + UnityEditor.EditorApplication.delayCall += () => UpdateMaterial(false); + } + + /// + /// Updates the material. + /// + /// If set to true ignore in play mode. + protected void UpdateMaterial(bool ignoreInPlayMode) + { + if (!this || ignoreInPlayMode && Application.isPlaying) + { + return; + } + + var mat = MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode, m_ColorMode, m_BlurMode); + if (m_EffectMaterial != mat) + { + material = null; + m_EffectMaterial = mat; + _SetDirty(); + } + } +#endif + + + + //################################ + // Private Members. + //################################ + RenderTexture _rt; + RenderTargetIdentifier _rtId; + + static int s_CopyId; + static int s_EffectId1; + static int s_EffectId2; + static int s_EffectFactorId; + static int s_ColorFactorId; + static CommandBuffer s_CommandBuffer; + + /// + /// Release genarated objects. + /// + /// If set to true release cached RenderTexture. + void _Release(bool releaseRT) + { + if (releaseRT) + { + texture = null; + _Release(ref _rt); + } + + if (s_CommandBuffer != null) + { + s_CommandBuffer.Clear(); + + if (releaseRT) + { + s_CommandBuffer.Release(); + s_CommandBuffer = null; + } + } + } + + [System.Diagnostics.Conditional("UNITY_EDITOR")] + void _SetDirty() + { +#if UNITY_EDITOR + if (!Application.isPlaying) + { + UnityEditor.EditorUtility.SetDirty(this); + } +#endif + } + + void _Release(ref RenderTexture obj) + { + if (obj) + { + obj.Release(); + RenderTexture.ReleaseTemporary (obj); + obj = null; + } + } + + /// + /// Set texture on next frame. + /// + IEnumerator _CoUpdateTextureOnNextFrame() + { + yield return new WaitForEndOfFrame(); + UpdateTexture(); + } + + void UpdateTexture() + { +#if !UNITY_EDITOR + // Execute command buffer. + Graphics.ExecuteCommandBuffer (s_CommandBuffer); +#endif + _Release(false); + texture = capturedTexture; + _SetDirty(); + } + + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffectCapturedImage.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffectCapturedImage.cs.meta new file mode 100644 index 00000000..d6992f67 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIEffectCapturedImage.cs.meta @@ -0,0 +1,15 @@ +fileFormatVersion: 2 +guid: e96dacbf1b116f64da658fbad66839e2 +timeCreated: 1513158591 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: + - m_Material: {instanceID: 0} + - m_Texture: {instanceID: 0} + - m_Shader: {fileID: 4800000, guid: c7bb8dee750384818a922a942cd437f9, type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIFlip.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIFlip.cs new file mode 100644 index 00000000..c97c0789 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIFlip.cs @@ -0,0 +1,61 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UI; + +namespace Coffee.UIExtensions +{ + + //[RequireComponent(typeof(Graphic))] + [DisallowMultipleComponent] + [AddComponentMenu("UI/MeshEffectForTextMeshPro/UIFlip", 102)] + public class UIFlip : BaseMeshEffect + { + //################################ + // Serialize Members. + //################################ + + [Tooltip("Flip horizontally.")] + [SerializeField] private bool m_Horizontal = false; + + [Tooltip("Flip vertically.")] + [SerializeField] private bool m_Veritical = false; + + //################################ + // Public Members. + //################################ + /// + /// Gets or sets a value indicating whether this should be flipped horizontally. + /// + /// true if be flipped horizontally; otherwise, false. + public bool horizontal { get { return this.m_Horizontal; } set { this.m_Horizontal = value; SetVerticesDirty (); } } + + /// + /// Gets or sets a value indicating whether this should be flipped vertically. + /// + /// true if be flipped horizontally; otherwise, false. + public bool vertical { get { return this.m_Veritical; } set { this.m_Veritical = value; SetVerticesDirty (); } } + + /// + /// Call used to modify mesh. + /// + /// VertexHelper. + public override void ModifyMesh(VertexHelper vh) + { + RectTransform rt = graphic.rectTransform; + UIVertex vt = default(UIVertex); + Vector3 pos; + Vector2 center = rt.rect.center; + for (int i = 0; i < vh.currentVertCount; i++) + { + vh.PopulateUIVertex(ref vt, i); + pos = vt.position; + vt.position = new Vector3( + m_Horizontal ? -pos.x : pos.x, + m_Veritical ? -pos.y : pos.y + ); + vh.SetUIVertex(vt, i); + } + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIFlip.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIFlip.cs.meta new file mode 100644 index 00000000..86d3ecba --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIFlip.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 9bb4e59514e90489d985e9a17c838085 +timeCreated: 1525607243 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIGradient.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIGradient.cs new file mode 100644 index 00000000..23f820eb --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIGradient.cs @@ -0,0 +1,386 @@ +using UnityEngine; +using UnityEngine.UI; + +namespace Coffee.UIExtensions +{ + /// + /// UIGradient. + /// + [DisallowMultipleComponent] + [AddComponentMenu("UI/MeshEffectForTextMeshPro/UIGradient", 101)] + public class UIGradient : BaseMeshEffect + { + //################################ + // Constant or Static Members. + //################################ + + /// + /// Gradient direction. + /// + public enum Direction + { + Horizontal, + Vertical, + Angle, + Diagonal, + } + + /// + /// Gradient space for Text. + /// + public enum GradientStyle + { + Rect, + Fit, + Split, + } + + + //################################ + // Serialize Members. + //################################ + + [Tooltip("Gradient Direction.")] + [SerializeField] Direction m_Direction; + + [Tooltip("Color1: Top or Left.")] + [SerializeField] Color m_Color1 = Color.white; + + [Tooltip("Color2: Bottom or Right.")] + [SerializeField] Color m_Color2 = Color.white; + + [Tooltip("Color3: For diagonal.")] + [SerializeField] Color m_Color3 = Color.white; + + [Tooltip("Color4: For diagonal.")] + [SerializeField] Color m_Color4 = Color.white; + + [Tooltip("Gradient rotation.")] + [SerializeField][Range(-180, 180)] float m_Rotation; + + [Tooltip("Gradient offset for Horizontal, Vertical or Angle.")] + [SerializeField][Range(-1, 1)] float m_Offset1; + + [Tooltip("Gradient offset for Diagonal.")] + [SerializeField][Range(-1, 1)] float m_Offset2; + + [Tooltip("Gradient style for Text.")] + [SerializeField] GradientStyle m_GradientStyle; + + [Tooltip("Color space to correct color.")] + [SerializeField] ColorSpace m_ColorSpace = ColorSpace.Uninitialized; + + [Tooltip("Ignore aspect ratio.")] + [SerializeField] bool m_IgnoreAspectRatio = true; + + + //################################ + // Public Members. + //################################ + public Graphic targetGraphic { get { return base.graphic; } } + + /// + /// Gradient Direction. + /// + public Direction direction + { + get { return m_Direction; } + set + { + if (m_Direction != value) + { + m_Direction = value; + SetVerticesDirty(); + } + } + } + + /// + /// Color1: Top or Left. + /// + public Color color1 + { + get { return m_Color1; } + set + { + if (m_Color1 != value) + { + m_Color1 = value; + SetVerticesDirty(); + } + } + } + + /// + /// Color2: Bottom or Right. + /// + public Color color2 + { + get { return m_Color2; } + set + { + if (m_Color2 != value) + { + m_Color2 = value; + SetVerticesDirty(); + } + } + } + + /// + /// Color3: For diagonal. + /// + public Color color3 + { + get { return m_Color3; } + set + { + if (m_Color3 != value) + { + m_Color3 = value; + SetVerticesDirty(); + } + } + } + + /// + /// Color4: For diagonal. + /// + public Color color4 + { + get { return m_Color4; } + set + { + if (m_Color4 != value) + { + m_Color4 = value; + SetVerticesDirty(); + } + } + } + + /// + /// Gradient rotation. + /// + public float rotation + { + get + { + return m_Direction == Direction.Horizontal ? -90 + : m_Direction == Direction.Vertical ? 0 + : m_Rotation; + } + set + { + if (!Mathf.Approximately(m_Rotation, value)) + { + m_Rotation = value; + SetVerticesDirty(); + } + } + } + + /// + /// Gradient offset for Horizontal, Vertical or Angle. + /// + public float offset + { + get { return m_Offset1; } + set + { + if (m_Offset1 != value) + { + m_Offset1 = value; + SetVerticesDirty(); + } + } + } + + /// + /// Gradient offset for Diagonal. + /// + public Vector2 offset2 + { + get { return new Vector2(m_Offset2, m_Offset1); } + set + { + if (m_Offset1 != value.y || m_Offset2 != value.x) + { + m_Offset1 = value.y; + m_Offset2 = value.x; + SetVerticesDirty(); + } + } + } + + /// + /// Gradient style for Text. + /// + public GradientStyle gradientStyle + { + get { return m_GradientStyle; } + set + { + if (m_GradientStyle != value) + { + m_GradientStyle = value; + SetVerticesDirty(); + } + } + } + + /// + /// Color space to correct color. + /// + public ColorSpace colorSpace + { + get { return m_ColorSpace; } + set + { + if (m_ColorSpace != value) + { + m_ColorSpace = value; + SetVerticesDirty(); + } + } + } + + /// + /// Ignore aspect ratio. + /// + public bool ignoreAspectRatio + { + get { return m_IgnoreAspectRatio; } + set + { + if (m_IgnoreAspectRatio != value) + { + m_IgnoreAspectRatio = value; + SetVerticesDirty(); + } + } + } + + + /// + /// Call used to modify mesh. + /// + public override void ModifyMesh(VertexHelper vh) + { + if (!IsActive()) + return; + + // Gradient space. + Rect rect = default(Rect); + UIVertex vertex = default(UIVertex); + if (m_GradientStyle == GradientStyle.Rect) + { + // RectTransform. + rect = graphic.rectTransform.rect; + } + else if (m_GradientStyle == GradientStyle.Split) + { + // Each characters. + rect.Set(0, 0, 1, 1); + } + else if (m_GradientStyle == GradientStyle.Fit) + { + // Fit to contents. + rect.xMin = rect.yMin = float.MaxValue; + rect.xMax = rect.yMax = float.MinValue; + for (int i = 0; i < vh.currentVertCount; i++) + { + vh.PopulateUIVertex(ref vertex, i); + rect.xMin = Mathf.Min(rect.xMin, vertex.position.x); + rect.yMin = Mathf.Min(rect.yMin, vertex.position.y); + rect.xMax = Mathf.Max(rect.xMax, vertex.position.x); + rect.yMax = Mathf.Max(rect.yMax, vertex.position.y); + } + } + + // Gradient rotation. + float rad = rotation * Mathf.Deg2Rad; + Vector2 dir = new Vector2(Mathf.Cos(rad), Mathf.Sin(rad)); + if (!m_IgnoreAspectRatio && Direction.Angle <= m_Direction) + { + dir.x *= rect.height / rect.width; + dir = dir.normalized; + } + + // Calculate vertex color. + Color color; + Vector2 nomalizedPos; + Matrix2x3 localMatrix = new Matrix2x3(rect, dir.x, dir.y); // Get local matrix. + for (int i = 0; i < vh.currentVertCount; i++) + { + vh.PopulateUIVertex(ref vertex, i); + + // Normalize vertex position by local matrix. + if (m_GradientStyle == GradientStyle.Split) + { + // Each characters. + nomalizedPos = localMatrix * s_SplitedCharacterPosition[i % 4] + offset2; + } + else + { + nomalizedPos = localMatrix * vertex.position + offset2; + } + + // Interpolate vertex color. + if (direction == Direction.Diagonal) + { + color = Color.LerpUnclamped( + Color.LerpUnclamped(m_Color1, m_Color2, nomalizedPos.x), + Color.LerpUnclamped(m_Color3, m_Color4, nomalizedPos.x), + nomalizedPos.y); + } + else + { + color = Color.LerpUnclamped(m_Color2, m_Color1, nomalizedPos.y); + } + + // Correct color. + vertex.color *= (m_ColorSpace == ColorSpace.Gamma) ? color.gamma + : (m_ColorSpace == ColorSpace.Linear) ? color.linear + : color; + + vh.SetUIVertex(vertex, i); + } + } + + + //################################ + // Private Members. + //################################ + static readonly Vector2[] s_SplitedCharacterPosition = { Vector2.up, Vector2.one, Vector2.right, Vector2.zero }; + + /// + /// Matrix2x3. + /// + struct Matrix2x3 + { + public float m00, m01, m02, m10, m11, m12; + + public Matrix2x3(Rect rect, float cos, float sin) + { + const float center = 0.5f; + float dx = -rect.xMin / rect.width - center; + float dy = -rect.yMin / rect.height - center; + m00 = cos / rect.width; + m01 = -sin / rect.height; + m02 = dx * cos - dy * sin + center; + m10 = sin / rect.width; + m11 = cos / rect.height; + m12 = dx * sin + dy * cos + center; + } + + public static Vector2 operator*(Matrix2x3 m, Vector2 v) + { + return new Vector2( + (m.m00 * v.x) + (m.m01 * v.y) + m.m02, + (m.m10 * v.x) + (m.m11 * v.y) + m.m12 + ); + } + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIGradient.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIGradient.cs.meta new file mode 100644 index 00000000..8b596ade --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIGradient.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 3fb48d82dc0e94a2b9246d17d04f8748 +timeCreated: 1515744842 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIHsvModifier.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIHsvModifier.cs new file mode 100644 index 00000000..52138f20 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIHsvModifier.cs @@ -0,0 +1,194 @@ +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.UI; + + +namespace Coffee.UIExtensions +{ + /// + /// HSV Modifier. + /// + [AddComponentMenu("UI/UIEffect/UIHsvModifier", 4)] + public class UIHsvModifier : UIEffectBase + { + //################################ + // Constant or Static Members. + //################################ + public const string shaderName = "UI/Hidden/UI-Effect-HSV"; + static readonly ParameterTexture _ptex = new ParameterTexture(7, 128, "_ParamTex"); + + + //################################ + // Serialize Members. + //################################ + [Header("Target")] + + [Tooltip("Target color to affect hsv shift.")] + [SerializeField] [ColorUsage(false)] Color m_TargetColor = Color.red; + + [Tooltip("Color range to affect hsv shift [0 ~ 1].")] + [SerializeField] [Range(0, 1)] float m_Range = 0.1f; + + [Header("Adjustment")] + + [Tooltip("Hue shift [-0.5 ~ 0.5].")] + [SerializeField] [Range(-0.5f, 0.5f)] float m_Hue; + + [Tooltip("Saturation shift [-0.5 ~ 0.5].")] + [SerializeField] [Range(-0.5f, 0.5f)] float m_Saturation; + + [Tooltip("Value shift [-0.5 ~ 0.5].")] + [SerializeField] [Range(-0.5f, 0.5f)] float m_Value; + + + //################################ + // Public Members. + //################################ + + /// + /// Target color to affect hsv shift. + /// + public Color targetColor + { + get { return m_TargetColor; } + set + { + if (m_TargetColor != value) + { + m_TargetColor = value; + SetDirty(); + } + } + } + + /// + /// Color range to affect hsv shift [0 ~ 1]. + /// + public float range + { + get { return m_Range; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_Range, value)) + { + m_Range = value; + SetDirty(); + } + } + } + + /// + /// Saturation shift [-0.5 ~ 0.5]. + /// + public float saturation + { + get { return m_Saturation; } + set + { + value = Mathf.Clamp(value, -0.5f, 0.5f); + if (!Mathf.Approximately(m_Saturation, value)) + { + m_Saturation = value; + SetDirty(); + } + } + } + + /// + /// Value shift [-0.5 ~ 0.5]. + /// + public float value + { + get { return m_Value; } + set + { + value = Mathf.Clamp(value, -0.5f, 0.5f); + if (!Mathf.Approximately(m_Value, value)) + { + m_Value = value; + SetDirty(); + } + } + } + + /// + /// Hue shift [-0.5 ~ 0.5]. + /// + public float hue + { + get { return m_Hue; } + set + { + value = Mathf.Clamp(value, -0.5f, 0.5f); + if (!Mathf.Approximately(m_Hue, value)) + { + m_Hue = value; + SetDirty(); + } + } + } + + /// + /// Gets the parameter texture. + /// + public override ParameterTexture ptex { get { return _ptex; } } + +#if UNITY_EDITOR + protected override Material GetMaterial() + { + if (isTMPro) + { + return null; + } + return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName)); + } +#endif + + /// + /// Modifies the mesh. + /// + public override void ModifyMesh(VertexHelper vh) + { + if (!isActiveAndEnabled) + return; + + float normalizedIndex = ptex.GetNormalizedIndex(this); + UIVertex vertex = default(UIVertex); + int count = vh.currentVertCount; + for (int i = 0; i < count; i++) + { + vh.PopulateUIVertex(ref vertex, i); + + vertex.uv0 = new Vector2( + Packer.ToFloat(vertex.uv0.x, vertex.uv0.y), + normalizedIndex + ); + vh.SetUIVertex(vertex, i); + } + } + + protected override void SetDirty() + { + float h, s, v; + Color.RGBToHSV(m_TargetColor, out h, out s, out v); + + foreach (var m in materials) + { + ptex.RegisterMaterial (m); + } + + ptex.SetData(this, 0, h); // param1.x : target hue + ptex.SetData(this, 1, s); // param1.y : target saturation + ptex.SetData(this, 2, v); // param1.z : target value + ptex.SetData(this, 3, m_Range); // param1.w : target range + ptex.SetData(this, 4, m_Hue + 0.5f); // param2.x : hue shift + ptex.SetData(this, 5, m_Saturation + 0.5f); // param2.y : saturation shift + ptex.SetData(this, 6, m_Value + 0.5f); // param2.z : value shift + } + + //################################ + // Private Members. + //################################ + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIHsvModifier.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIHsvModifier.cs.meta new file mode 100644 index 00000000..44ca5687 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIHsvModifier.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: efe700dddcd8341ff8607ac2c827b4b5 +timeCreated: 1523859834 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShadow.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShadow.cs new file mode 100644 index 00000000..32b0f212 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShadow.cs @@ -0,0 +1,461 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.UI; + +#if UNITY_EDITOR +using System.IO; +using System.Linq; +using UnityEditor; +#endif + +namespace Coffee.UIExtensions +{ + /// + /// UIEffect. + /// + [RequireComponent(typeof(Graphic))] + [AddComponentMenu("UI/UIEffect/UIShadow", 100)] + public class UIShadow : BaseMeshEffect, IParameterTexture +#if UNITY_EDITOR + , ISerializationCallbackReceiver +#endif + { + + /// + /// Additional shadow. + /// + [System.Obsolete] + [System.Serializable] + public class AdditionalShadow + { + /// + /// How far is the blurring shadow from the graphic. + /// + [FormerlySerializedAs("shadowBlur")] + [Range(0, 1)] public float blur = 0.25f; + + /// + /// Shadow effect mode. + /// + [FormerlySerializedAs("shadowMode")] + public ShadowStyle style = ShadowStyle.Shadow; + + /// + /// Color for the shadow effect. + /// + [FormerlySerializedAs("shadowColor")] + public Color effectColor = Color.black; + + /// + /// How far is the shadow from the graphic. + /// + public Vector2 effectDistance = new Vector2(1f, -1f); + + /// + /// Should the shadow inherit the alpha from the graphic? + /// + public bool useGraphicAlpha = true; + } + + //################################ + // Serialize Members. + //################################ + [Tooltip("How far is the blurring shadow from the graphic.")] + [FormerlySerializedAs("m_Blur")] + [SerializeField][Range(0, 1)] float m_BlurFactor = 1; + + [Tooltip("Shadow effect style.")] + [SerializeField] ShadowStyle m_Style = ShadowStyle.Shadow; + + #pragma warning disable 0414 + [HideInInspector][System.Obsolete] + [SerializeField] List m_AdditionalShadows = new List(); + #pragma warning restore 0414 + + + [SerializeField] + private Color m_EffectColor = new Color (0f, 0f, 0f, 0.5f); + + [SerializeField] + private Vector2 m_EffectDistance = new Vector2 (1f, -1f); + + [SerializeField] + private bool m_UseGraphicAlpha = true; + + private const float kMaxEffectDistance = 600f; + + public Color effectColor + { + get { return m_EffectColor; } + set + { + m_EffectColor = value; + if (graphic != null) + graphic.SetVerticesDirty (); + } + } + + public Vector2 effectDistance + { + get { return m_EffectDistance; } + set + { + if (value.x > kMaxEffectDistance) + value.x = kMaxEffectDistance; + if (value.x < -kMaxEffectDistance) + value.x = -kMaxEffectDistance; + + if (value.y > kMaxEffectDistance) + value.y = kMaxEffectDistance; + if (value.y < -kMaxEffectDistance) + value.y = -kMaxEffectDistance; + + if (m_EffectDistance == value) + return; + + m_EffectDistance = value; + + if (graphic != null) + graphic.SetVerticesDirty (); + } + } + + public bool useGraphicAlpha + { + get { return m_UseGraphicAlpha; } + set + { + m_UseGraphicAlpha = value; + if (graphic != null) + graphic.SetVerticesDirty (); + } + } + + //################################ + // Public Members. + //################################ + /// + /// How far is the blurring shadow from the graphic. + /// + [System.Obsolete("Use blurFactor instead (UnityUpgradable) -> blurFactor")] + public float blur + { + get { return m_BlurFactor; } + set + { + m_BlurFactor = Mathf.Clamp(value, 0, 2); + _SetDirty(); + } + } + + /// + /// How far is the blurring shadow from the graphic. + /// + public float blurFactor + { + get { return m_BlurFactor; } + set + { + m_BlurFactor = Mathf.Clamp(value, 0, 2); + _SetDirty(); + } + } + + /// + /// Shadow effect style. + /// + public ShadowStyle style + { + get { return m_Style; } + set + { + m_Style = value; + _SetDirty(); + } + } + + /// + /// Gets or sets the parameter index. + /// + public int parameterIndex { get; set; } + + /// + /// Gets the parameter texture. + /// + public ParameterTexture ptex{ get; private set; } + + int _graphicVertexCount; + static readonly List tmpShadows = new List(); + + protected override void OnEnable() + { + base.OnEnable(); + + _uiEffect = GetComponent(); + if (_uiEffect) + { + ptex = _uiEffect.ptex; + ptex.Register(this); + } + + #if TMP_PRESENT + if (isTMPro) + { + textMeshPro.onCullStateChanged.AddListener (OnCullStateChanged); + } + #endif + } + + protected override void OnDisable() + { + base.OnDisable(); + _uiEffect = null; + if (ptex != null) + { + ptex.Unregister(this); + ptex = null; + } + } + + + #if UNITY_EDITOR + protected override void OnValidate () + { + effectDistance = m_EffectDistance; + base.OnValidate (); + } + #endif + + #if TMP_PRESENT + protected void OnCullStateChanged (bool state) + { + SetVerticesDirty (); + } + + Vector2 res; + protected override void LateUpdate () + { + if (res.x != Screen.width || res.y != Screen.height) + { + res.x = Screen.width; + res.y = Screen.height; + SetVerticesDirty (); + } + if (textMeshPro && transform.hasChanged) + { + transform.hasChanged = false; + } + base.LateUpdate (); + } + #endif + + /// + /// Modifies the mesh. + /// + public override void ModifyMesh(VertexHelper vh) + { + if (!isActiveAndEnabled || vh.currentVertCount <= 0 || m_Style == ShadowStyle.None) + { + return; + } + + vh.GetUIVertexStream(s_Verts); + + GetComponents(tmpShadows); + + foreach (var s in tmpShadows) + { + if (s.isActiveAndEnabled) + { + if (s == this) + { + foreach (var s2 in tmpShadows) + { + s2._graphicVertexCount = s_Verts.Count; + } + } + break; + } + } + + tmpShadows.Clear(); + + //================================ + // Append shadow vertices. + //================================ + { + _uiEffect = _uiEffect ?? GetComponent(); + var start = s_Verts.Count - _graphicVertexCount; + var end = s_Verts.Count; + + if (ptex != null && _uiEffect && _uiEffect.isActiveAndEnabled) + { + ptex.SetData(this, 0, _uiEffect.effectFactor); // param.x : effect factor + ptex.SetData(this, 1, 255); // param.y : color factor + ptex.SetData(this, 2, m_BlurFactor); // param.z : blur factor + } + + _ApplyShadow(s_Verts, effectColor, ref start, ref end, effectDistance, style, useGraphicAlpha); + } + + vh.Clear(); + vh.AddUIVertexTriangleStream(s_Verts); + + s_Verts.Clear(); + } + + UIEffect _uiEffect; + + //################################ + // Private Members. + //################################ + static readonly List s_Verts = new List(4096); + + /// + /// Append shadow vertices. + /// * It is similar to Shadow component implementation. + /// + void _ApplyShadow(List verts, Color color, ref int start, ref int end, Vector2 effectDistance, ShadowStyle style, bool useGraphicAlpha) + { + if (style == ShadowStyle.None || color.a <= 0) + return; + + // Append Shadow. + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, effectDistance.y, useGraphicAlpha); + + // Append Shadow3. + if (ShadowStyle.Shadow3 == style) + { + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, 0, useGraphicAlpha); + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, 0, effectDistance.y, useGraphicAlpha); + } + + // Append Outline. + else if (ShadowStyle.Outline == style) + { + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, -effectDistance.y, useGraphicAlpha); + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, effectDistance.y, useGraphicAlpha); + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, -effectDistance.y, useGraphicAlpha); + } + + // Append Outline8. + else if (ShadowStyle.Outline8 == style) + { + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, -effectDistance.y, useGraphicAlpha); + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, effectDistance.y, useGraphicAlpha); + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, -effectDistance.y, useGraphicAlpha); + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, -effectDistance.x, 0, useGraphicAlpha); + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, 0, -effectDistance.y, useGraphicAlpha); + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, effectDistance.x, 0, useGraphicAlpha); + _ApplyShadowZeroAlloc(s_Verts, color, ref start, ref end, 0, effectDistance.y, useGraphicAlpha); + } + } + + /// + /// Append shadow vertices. + /// * It is similar to Shadow component implementation. + /// + void _ApplyShadowZeroAlloc(List verts, Color color, ref int start, ref int end, float x, float y, bool useGraphicAlpha) + { + // Check list capacity. + int count = end - start; + var neededCapacity = verts.Count + count; + if (verts.Capacity < neededCapacity) + verts.Capacity *= 2; + + float normalizedIndex = ptex != null && _uiEffect && _uiEffect.isActiveAndEnabled + ? ptex.GetNormalizedIndex(this) + : -1; + + // Add + UIVertex vt = default(UIVertex); + for (int i = 0; i < count; i++) + { + verts.Add(vt); + } + + // Move + for (int i = verts.Count - 1; count <= i; i--) + { + verts[i] = verts[i - count]; + } + + // Append shadow vertices to the front of list. + // * The original vertex is pushed backward. + for (int i = 0; i < count; ++i) + { + vt = verts[i + start + count]; + + Vector3 v = vt.position; + vt.position.Set(v.x + x, v.y + y, v.z); + + Color vertColor = effectColor; + vertColor.a = useGraphicAlpha ? color.a * vt.color.a / 255 : color.a; + vt.color = vertColor; + + + // Set UIEffect prameters + if (0 <= normalizedIndex) + { + vt.uv0 = new Vector2( + vt.uv0.x, + normalizedIndex + ); + } + + verts[i] = vt; + } + + // Update next shadow offset. + start = end; + end = verts.Count; + } + + /// + /// Mark the UIEffect as dirty. + /// + void _SetDirty() + { + if (graphic) + graphic.SetVerticesDirty(); + } + +#if UNITY_EDITOR + public void OnBeforeSerialize() + { + } + + public void OnAfterDeserialize() + { + EditorApplication.delayCall += UpgradeIfNeeded; + } + + + #pragma warning disable 0612 + void UpgradeIfNeeded() + { + if (0 < m_AdditionalShadows.Count) + { + foreach (var s in m_AdditionalShadows) + { + if (s.style == ShadowStyle.None) + { + continue; + } + + var shadow = gameObject.AddComponent(); + shadow.style = s.style; + shadow.effectDistance = s.effectDistance; + shadow.effectColor = s.effectColor; + shadow.useGraphicAlpha = s.useGraphicAlpha; + shadow.blurFactor = s.blur; + } + m_AdditionalShadows = null; + } + } + #pragma warning restore 0612 +#endif + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShadow.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShadow.cs.meta new file mode 100644 index 00000000..257198c6 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShadow.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 0848bff101191904ead4bb831f7084db +timeCreated: 1485321967 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: -400 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShiny.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShiny.cs new file mode 100644 index 00000000..2d9037f4 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShiny.cs @@ -0,0 +1,408 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Serialization; +using UnityEngine.UI; +using System.Collections; + +#if UNITY_EDITOR +using System.IO; +using System.Linq; +using UnityEditor; +#endif + +namespace Coffee.UIExtensions +{ + /// + /// UIEffect. + /// + [AddComponentMenu("UI/UIEffect/UIShiny", 2)] + public class UIShiny : UIEffectBase + { + //################################ + // Constant or Static Members. + //################################ + public const string shaderName = "UI/Hidden/UI-Effect-Shiny"; + static readonly ParameterTexture _ptex = new ParameterTexture(8, 128, "_ParamTex"); + + + //################################ + // Serialize Members. + //################################ + [Tooltip("Location for shiny effect.")] + [FormerlySerializedAs("m_Location")] + [SerializeField] [Range(0, 1)] float m_EffectFactor = 0; + + [Tooltip("Width for shiny effect.")] + [SerializeField] [Range(0, 1)] float m_Width = 0.25f; + + [Tooltip("Rotation for shiny effect.")] + [SerializeField] [Range(-180, 180)] float m_Rotation; + + [Tooltip("Softness for shiny effect.")] + [SerializeField][Range(0.01f, 1)] float m_Softness = 1f; + + [Tooltip("Brightness for shiny effect.")] + [FormerlySerializedAs("m_Alpha")] + [SerializeField][Range(0, 1)] float m_Brightness = 1f; + + [Tooltip("Gloss factor for shiny effect.")] + [FormerlySerializedAs("m_Highlight")] + [SerializeField][Range(0, 1)] float m_Gloss = 1; + + [Header("Advanced Option")] + [Tooltip("The area for effect.")] + [SerializeField] protected EffectArea m_EffectArea; + + [SerializeField] EffectPlayer m_Player; + + #pragma warning disable 0414 + [Obsolete][HideInInspector] + [SerializeField] bool m_Play = false; + [Obsolete][HideInInspector] + [SerializeField] bool m_Loop = false; + [Obsolete][HideInInspector] + [SerializeField][Range(0.1f, 10)] float m_Duration = 1; + [Obsolete][HideInInspector] + [SerializeField][Range(0, 10)] float m_LoopDelay = 1; + [Obsolete][HideInInspector] + [SerializeField] AnimatorUpdateMode m_UpdateMode = AnimatorUpdateMode.Normal; + #pragma warning restore 0414 + + + //################################ + // Public Members. + //################################ + + /// + /// Effect factor between 0(start) and 1(end). + /// + [System.Obsolete("Use effectFactor instead (UnityUpgradable) -> effectFactor")] + public float location + { + get { return m_EffectFactor; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_EffectFactor, value)) + { + m_EffectFactor = value; + SetDirty(); + } + } + } + + /// + /// Effect factor between 0(start) and 1(end). + /// + public float effectFactor + { + get { return m_EffectFactor; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_EffectFactor, value)) + { + m_EffectFactor = value; + SetDirty(); + } + } + } + + /// + /// Width for shiny effect. + /// + public float width + { + get { return m_Width; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_Width, value)) + { + m_Width = value; + SetDirty(); + } + } + } + + /// + /// Softness for shiny effect. + /// + public float softness + { + get { return m_Softness; } + set + { + value = Mathf.Clamp(value, 0.01f, 1); + if (!Mathf.Approximately(m_Softness, value)) + { + m_Softness = value; + SetDirty(); + } + } + } + + /// + /// Brightness for shiny effect. + /// + [System.Obsolete("Use brightness instead (UnityUpgradable) -> brightness")] + public float alpha + { + get { return m_Brightness; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_Brightness, value)) + { + m_Brightness = value; + SetDirty(); + } + } + } + + /// + /// Brightness for shiny effect. + /// + public float brightness + { + get { return m_Brightness; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_Brightness, value)) + { + m_Brightness = value; + SetDirty(); + } + } + } + + /// + /// Gloss factor for shiny effect. + /// + [System.Obsolete("Use gloss instead (UnityUpgradable) -> gloss")] + public float highlight + { + get { return m_Gloss; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_Gloss, value)) + { + m_Gloss = value; + SetDirty(); + } + } + } + + /// + /// Gloss factor for shiny effect. + /// + public float gloss + { + get { return m_Gloss; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_Gloss, value)) + { + m_Gloss = value; + SetDirty(); + } + } + } + + /// + /// Rotation for shiny effect. + /// + public float rotation + { + get { return m_Rotation; } + set + { + if (!Mathf.Approximately(m_Rotation, value)) + { + m_Rotation = _lastRotation = value; + SetVerticesDirty (); + } + } + } + + /// + /// The area for effect. + /// + public EffectArea effectArea + { + get { return m_EffectArea; } + set + { + if (m_EffectArea != value) + { + m_EffectArea = value; + SetVerticesDirty (); + } + } + } + + /// + /// Play shinning on enable. + /// + [System.Obsolete ("Use Play/Stop method instead")] + public bool play { get { return _player.play; } set { _player.play = value; } } + + /// + /// Play shinning loop. + /// + [System.Obsolete] + public bool loop { get { return _player.loop; } set { _player.loop = value; } } + + /// + /// Shinning duration. + /// + public float duration { get { return _player.duration; } set { _player.duration = Mathf.Max(value, 0.1f); } } + + /// + /// Delay on loop. + /// + [System.Obsolete] + public float loopDelay { get { return _player.loopDelay; } set { _player.loopDelay = Mathf.Max(value, 0); } } + + /// + /// Shinning update mode. + /// + public AnimatorUpdateMode updateMode { get { return _player.updateMode; } set { _player.updateMode = value; } } + + /// + /// Gets the parameter texture. + /// + public override ParameterTexture ptex { get { return _ptex; } } + + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable(); + _player.OnEnable(f => effectFactor = f); + } + + /// + /// This function is called when the behaviour becomes disabled () or inactive. + /// + protected override void OnDisable() + { + base.OnDisable(); + _player.OnDisable(); + } + + +#if UNITY_EDITOR + protected override Material GetMaterial() + { + if (isTMPro) + { + return null; + } + + return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName)); + } + + #pragma warning disable 0612 + protected override void UpgradeIfNeeded() + { + // Upgrade for v3.0.0 + if (IsShouldUpgrade(300)) + { + _player.play = m_Play; + _player.duration = m_Duration; + _player.loop = m_Loop; + _player.loopDelay = m_LoopDelay; + _player.updateMode = m_UpdateMode; + } + } + #pragma warning restore 0612 + +#endif + + /// + /// Modifies the mesh. + /// + public override void ModifyMesh(VertexHelper vh) + { + if (!isActiveAndEnabled) + return; + + bool isText = isTMPro || graphic is Text; + float normalizedIndex = ptex.GetNormalizedIndex(this); + + // rect. + Rect rect = m_EffectArea.GetEffectArea (vh, rectTransform.rect); + + // rotation. + float rad = m_Rotation * Mathf.Deg2Rad; + Vector2 dir = new Vector2(Mathf.Cos(rad), Mathf.Sin(rad)); + dir.x *= rect.height / rect.width; + dir = dir.normalized; + + // Calculate vertex position. + UIVertex vertex = default(UIVertex); + Vector2 nomalizedPos; + Matrix2x3 localMatrix = new Matrix2x3(rect, dir.x, dir.y); // Get local matrix. + for (int i = 0; i < vh.currentVertCount; i++) + { + vh.PopulateUIVertex(ref vertex, i); + m_EffectArea.GetNormalizedFactor (i, localMatrix, vertex.position, isText, out nomalizedPos); + + vertex.uv0 = new Vector2 ( + Packer.ToFloat (vertex.uv0.x, vertex.uv0.y), + Packer.ToFloat (nomalizedPos.y, normalizedIndex) + ); + + vh.SetUIVertex(vertex, i); + } + } + + /// + /// Play effect. + /// + public void Play(bool reset = true) + { + _player.Play(reset); + } + + /// + /// Stop effect. + /// + public void Stop(bool reset = true) + { + _player.Stop(reset); + } + + protected override void SetDirty() + { + foreach (var m in materials) + { + ptex.RegisterMaterial (m); + } + ptex.SetData(this, 0, m_EffectFactor); // param1.x : location + ptex.SetData(this, 1, m_Width); // param1.y : width + ptex.SetData(this, 2, m_Softness); // param1.z : softness + ptex.SetData(this, 3, m_Brightness);// param1.w : blightness + ptex.SetData(this, 4, m_Gloss); // param2.x : gloss + + if (!Mathf.Approximately(_lastRotation, m_Rotation) && targetGraphic) + { + _lastRotation = m_Rotation; + SetVerticesDirty(); + } + } + + //################################ + // Private Members. + //################################ + float _lastRotation; + + EffectPlayer _player{ get { return m_Player ?? (m_Player = new EffectPlayer()); } } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShiny.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShiny.cs.meta new file mode 100644 index 00000000..97bec074 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UIShiny.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f19b7e2285c104f6ca47d583f3e5444f +timeCreated: 1523859834 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UITransitionEffect.cs b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UITransitionEffect.cs new file mode 100644 index 00000000..e2f6bbe9 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UITransitionEffect.cs @@ -0,0 +1,356 @@ +using UnityEngine; +using UnityEngine.UI; +using UnityEngine.Serialization; + +namespace Coffee.UIExtensions +{ + /// + /// Transition effect. + /// + [AddComponentMenu("UI/UIEffect/UITransitionEffect", 5)] + public class UITransitionEffect : UIEffectBase + { + //################################ + // Constant or Static Members. + //################################ + public const string shaderName = "UI/Hidden/UI-Effect-Transition"; + static readonly ParameterTexture _ptex = new ParameterTexture(8, 128, "_ParamTex"); + + /// + /// Effect mode. + /// + public enum EffectMode + { + Fade = 1, + Cutoff = 2, + Dissolve = 3, + } + + + //################################ + // Serialize Members. + //################################ + [Tooltip("Effect mode.")] + [SerializeField] EffectMode m_EffectMode = EffectMode.Cutoff; + + [Tooltip("Effect factor between 0(hidden) and 1(shown).")] + [SerializeField][Range(0, 1)] float m_EffectFactor = 1; + + [Tooltip("Transition texture (single channel texture).")] + [SerializeField] Texture m_TransitionTexture; + + [Header("Advanced Option")] + [Tooltip("The area for effect.")] + [SerializeField] EffectArea m_EffectArea = EffectArea.RectTransform; + + [Tooltip("Keep effect aspect ratio.")] + [SerializeField] bool m_KeepAspectRatio; + + [Tooltip("Dissolve edge width.")] + [SerializeField] [Range(0, 1)] float m_DissolveWidth = 0.5f; + + [Tooltip("Dissolve edge softness.")] + [SerializeField] [Range(0, 1)] float m_DissolveSoftness = 0.5f; + + [Tooltip("Dissolve edge color.")] + [SerializeField] [ColorUsage(false)] Color m_DissolveColor = new Color(0.0f, 0.25f, 1.0f); + + [Tooltip("Disable graphic's raycast target on hidden.")] + [SerializeField] bool m_PassRayOnHidden; + + [Header("Effect Player")] + [SerializeField] EffectPlayer m_Player; + + //################################ + // Public Members. + //################################ + + /// + /// Effect factor between 0(no effect) and 1(complete effect). + /// + public float effectFactor + { + get { return m_EffectFactor; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_EffectFactor, value)) + { + m_EffectFactor = value; + SetDirty(); + } + } + } + + /// + /// Transition texture. + /// + public Texture transitionTexture + { + get { return m_TransitionTexture; } + set + { + if (m_TransitionTexture != value) + { + m_TransitionTexture = value; + if (graphic) + { + ModifyMaterial(); + } + } + } + } + + /// + /// Effect mode. + /// + public EffectMode effectMode { get { return m_EffectMode; } } + + /// + /// Keep aspect ratio. + /// + public bool keepAspectRatio + { + get { return m_KeepAspectRatio; } + set + { + if (m_KeepAspectRatio != value) + { + m_KeepAspectRatio = value; + targetGraphic.SetVerticesDirty(); + } + } + } + + /// + /// Gets the parameter texture. + /// + public override ParameterTexture ptex { get { return _ptex; } } + + /// + /// Dissolve edge width. + /// + public float dissolveWidth + { + get { return m_DissolveWidth; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_DissolveWidth, value)) + { + m_DissolveWidth = value; + SetDirty(); + } + } + } + + /// + /// Dissolve edge softness. + /// + public float dissolveSoftness + { + get { return m_DissolveSoftness; } + set + { + value = Mathf.Clamp(value, 0, 1); + if (!Mathf.Approximately(m_DissolveSoftness, value)) + { + m_DissolveSoftness = value; + SetDirty(); + } + } + } + + /// + /// Dissolve edge color. + /// + public Color dissolveColor + { + get { return m_DissolveColor; } + set + { + if (m_DissolveColor != value) + { + m_DissolveColor = value; + SetDirty(); + } + } + } + + /// + /// Duration for showing/hiding. + /// + public float duration { get { return _player.duration; } set { _player.duration = Mathf.Max(value, 0.1f); } } + + /// + /// Disable graphic's raycast target on hidden. + /// + public bool passRayOnHidden { get { return m_PassRayOnHidden; } set { m_PassRayOnHidden = value; } } + + /// + /// Update mode for showing/hiding. + /// + public AnimatorUpdateMode updateMode { get { return _player.updateMode; } set { _player.updateMode = value; } } + + /// + /// Show transition. + /// + public void Show(bool reset = true) + { + _player.loop = false; + _player.Play(reset, f => effectFactor = f); + } + + /// + /// Hide transition. + /// + public void Hide(bool reset = true) + { + _player.loop = false; + _player.Play(reset, f => effectFactor = 1 - f); + } + + /// + /// Modifies the material. + /// + public override void ModifyMaterial() + { + if (isTMPro) + { + return; + } + + ulong hash = (m_TransitionTexture ? (uint)m_TransitionTexture.GetInstanceID() : 0) + ((ulong)2 << 32) + ((ulong)m_EffectMode << 36); + if (_materialCache != null && (_materialCache.hash != hash || !isActiveAndEnabled || !m_EffectMaterial)) + { + MaterialCache.Unregister(_materialCache); + _materialCache = null; + } + + if (!isActiveAndEnabled || !m_EffectMaterial) + { + material = null; + } + else if (!m_TransitionTexture) + { + material = m_EffectMaterial; + } + else if (_materialCache != null && _materialCache.hash == hash) + { + material = _materialCache.material; + } + else + { + _materialCache = MaterialCache.Register(hash, m_TransitionTexture, () => + { + var mat = new Material(m_EffectMaterial); + mat.name += "_" + m_TransitionTexture.name; + mat.SetTexture("_NoiseTex", m_TransitionTexture); + return mat; + }); + material = _materialCache.material; + } + } + + /// + /// Modifies the mesh. + /// + public override void ModifyMesh(VertexHelper vh) + { + if (!isActiveAndEnabled) + { + return; + } + + bool isText = isTMPro || graphic is Text; + float normalizedIndex = ptex.GetNormalizedIndex (this); + + // rect. + var tex = transitionTexture; + var aspectRatio = m_KeepAspectRatio && tex ? ((float)tex.width) / tex.height : -1; + Rect rect = m_EffectArea.GetEffectArea (vh, rectTransform.rect, aspectRatio); + + // Set prameters to vertex. + UIVertex vertex = default(UIVertex); + float x, y; + int count = vh.currentVertCount; + for (int i = 0; i < count; i++) + { + vh.PopulateUIVertex(ref vertex, i); + m_EffectArea.GetPositionFactor (i, rect, vertex.position, isText, isTMPro, out x, out y); + + vertex.uv0 = new Vector2 ( + Packer.ToFloat (vertex.uv0.x, vertex.uv0.y), + Packer.ToFloat (x, y, normalizedIndex) + ); + vh.SetUIVertex(vertex, i); + } + } + + //################################ + // Protected Members. + //################################ + + /// + /// This function is called when the object becomes enabled and active. + /// + protected override void OnEnable() + { + base.OnEnable(); + _player.OnEnable(null); + _player.loop = false; + } + + /// + /// This function is called when the behaviour becomes disabled () or inactive. + /// + protected override void OnDisable() + { + base.OnDisable (); + MaterialCache.Unregister(_materialCache); + _materialCache = null; + _player.OnDisable(); + } + + protected override void SetDirty() + { + foreach (var m in materials) + { + ptex.RegisterMaterial (m); + } + ptex.SetData(this, 0, m_EffectFactor); // param1.x : effect factor + if (m_EffectMode == EffectMode.Dissolve) + { + ptex.SetData(this, 1, m_DissolveWidth); // param1.y : width + ptex.SetData(this, 2, m_DissolveSoftness); // param1.z : softness + ptex.SetData(this, 4, m_DissolveColor.r); // param2.x : red + ptex.SetData(this, 5, m_DissolveColor.g); // param2.y : green + ptex.SetData(this, 6, m_DissolveColor.b); // param2.z : blue + } + + // Disable graphic's raycastTarget on hidden. + if (m_PassRayOnHidden) + { + targetGraphic.raycastTarget = 0 < m_EffectFactor; + } + } + +#if UNITY_EDITOR + /// + /// Gets the material. + /// + /// The material. + protected override Material GetMaterial() + { + return MaterialResolver.GetOrGenerateMaterialVariant(Shader.Find(shaderName), m_EffectMode); + } +#endif + + //################################ + // Private Members. + //################################ + MaterialCache _materialCache = null; + + EffectPlayer _player{ get { return m_Player ?? (m_Player = new EffectPlayer()); } } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UITransitionEffect.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UITransitionEffect.cs.meta new file mode 100644 index 00000000..6069e806 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Scripts/UITransitionEffect.cs.meta @@ -0,0 +1,16 @@ +fileFormatVersion: 2 +guid: 922b805bc01c243e5853d9cbb544118c +timeCreated: 1538827562 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: + - m_EffectMaterial: {instanceID: 0} + - m_PtexMaterial: {instanceID: 0} + - m_TransitionTexture: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, + type: 3} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders.meta new file mode 100644 index 00000000..2c87ba2c --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: deded9e09f6e644228da395138e4f232 +folderAsset: yes +timeCreated: 1527743712 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Dissolve.shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Dissolve.shader new file mode 100644 index 00000000..6970efea --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Dissolve.shader @@ -0,0 +1,88 @@ +Shader "UI/Hidden/UI-Effect-Dissolve" +{ + Properties + { + [PerRendererData] _MainTex ("Main Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + _ParamTex ("Parameter Texture", 2D) = "white" {} + + [Header(Dissolve)] + _NoiseTex("Noise Texture (A)", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #define DISSOLVE 1 + #pragma multi_compile __ UNITY_UI_ALPHACLIP + #pragma shader_feature __ ADD SUBTRACT FILL + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #define UI_DISSOLVE 1 + #include "UI-Effect.cginc" + #include "UI-Effect-Sprite.cginc" + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + + // Dissolve + color = ApplyTransitionEffect(color, IN.eParam); + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Dissolve.shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Dissolve.shader.meta new file mode 100644 index 00000000..035eeb02 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Dissolve.shader.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e1b48dc831eb147e9886c049033213bf +timeCreated: 1523859834 +licenseType: Pro +ShaderImporter: + defaultTextures: + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-HSV.shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-HSV.shader new file mode 100644 index 00000000..68e08d04 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-HSV.shader @@ -0,0 +1,79 @@ +Shader "UI/Hidden/UI-Effect-HSV" +{ + Properties + { + [PerRendererData] _MainTex ("Main Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + _ParamTex ("Parameter Texture", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #define UI_HSV_MODIFIER 1 + #include "UI-Effect.cginc" + #include "UI-Effect-Sprite.cginc" + + fixed4 frag(v2f IN) : COLOR + { + half4 color = tex2D(_MainTex, IN.texcoord);// + _TextureSampleAdd) * IN.color; + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + color = ApplyHsvEffect(color, IN.eParam); + + return (color + _TextureSampleAdd) * IN.color; + } + + ENDCG + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-HSV.shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-HSV.shader.meta new file mode 100644 index 00000000..a9797e65 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-HSV.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7fc74090480c84f8b977cfcd55cdfe82 +timeCreated: 1531882595 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Shiny.shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Shiny.shader new file mode 100644 index 00000000..3f74fe7b --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Shiny.shader @@ -0,0 +1,82 @@ +Shader "UI/Hidden/UI-Effect-Shiny" +{ + Properties + { + [PerRendererData] _MainTex ("Main Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + _ParamTex ("Parameter Texture", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #define UI_SHINY 1 + #include "UI-Effect.cginc" + #include "UI-Effect-Sprite.cginc" + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + + color = ApplyShinyEffect(color, IN.eParam); + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Shiny.shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Shiny.shader.meta new file mode 100644 index 00000000..3607115b --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Shiny.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 20ffe76c2439c403aabdd25bd94bf011 +timeCreated: 1523859834 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc new file mode 100644 index 00000000..f2cd23a6 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc @@ -0,0 +1,77 @@ +#ifndef UI_EFFECT_SPRITE_INCLUDED +#define UI_EFFECT_SPRITE_INCLUDED + +fixed4 _Color; +fixed4 _TextureSampleAdd; +float4 _ClipRect; +sampler2D _MainTex; +float4 _MainTex_TexelSize; + +struct appdata_t +{ + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; +#if EX && TMP_SPRITE + float2 uvMask : TEXCOORD2; +#elif EX + float2 uvMask : TEXCOORD1; +#endif + UNITY_VERTEX_INPUT_INSTANCE_ID +}; + +struct v2f +{ + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + half2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; +#if UI_DISSOLVE || UI_TRANSITION + half3 eParam : TEXCOORD2; +#elif UI_SHINY + half2 eParam : TEXCOORD2; +#else + half eParam : TEXCOORD2; +#endif +#if EX + half4 uvMask : TEXCOORD3; +#endif + UNITY_VERTEX_OUTPUT_STEREO +}; + +v2f vert(appdata_t IN) +{ + v2f OUT; + UNITY_SETUP_INSTANCE_ID(IN); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + OUT.worldPosition = IN.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + #if UI_EFFECT + OUT.texcoord = UnpackToVec2(IN.texcoord.x) * 2 - 0.5; + #else + OUT.texcoord = UnpackToVec2(IN.texcoord.x); + #endif + + #ifdef UNITY_HALF_TEXEL_OFFSET + OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); + #endif + + OUT.color = IN.color * _Color; + + #if UI_DISSOLVE || UI_TRANSITION + OUT.eParam = UnpackToVec3(IN.texcoord.y); + #elif UI_SHINY + OUT.eParam = UnpackToVec2(IN.texcoord.y); + #else + OUT.eParam = IN.texcoord.y; + #endif + + #if EX + OUT.uvMask = half4(UnpackToVec2(IN.uvMask.x), UnpackToVec2(IN.uvMask.y)); + #endif + + return OUT; +} + +#endif // UI_EFFECT_SPRITE_INCLUDED diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc.meta new file mode 100644 index 00000000..d38f494f --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Sprite.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dd60a36b172cf49e2b82258a68799ce3 +timeCreated: 1487915863 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Transition.shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Transition.shader new file mode 100644 index 00000000..ec53f754 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Transition.shader @@ -0,0 +1,87 @@ +Shader "UI/Hidden/UI-Effect-Transition" +{ + Properties + { + [PerRendererData] _MainTex ("Main Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + [Header(Transition)] + _NoiseTex ("Transition Texture (A)", 2D) = "white" {} + _ParamTex ("Parameter Texture", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #define REVERSE 1 + #define ADD 1 + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #pragma shader_feature __ FADE CUTOFF DISSOLVE + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #define UI_TRANSITION 1 + #include "UI-Effect.cginc" + #include "UI-Effect-Sprite.cginc" + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + + color = ApplyTransitionEffect(color, IN.eParam) * IN.color; + + #if UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Transition.shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Transition.shader.meta new file mode 100644 index 00000000..3f6004c9 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect-Transition.shader.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 85ad24dd0759947ddb117625e108d49c +timeCreated: 1548078121 +licenseType: Pro +ShaderImporter: + defaultTextures: + - _MainTex: {instanceID: 0} + - _NoiseTex: {fileID: 2800000, guid: 3e04c247fb2604af186173fce0bc62de, type: 3} + - _ParamTex: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc new file mode 100644 index 00000000..cb9271cf --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc @@ -0,0 +1,309 @@ +#ifndef UI_EFFECT_INCLUDED +#define UI_EFFECT_INCLUDED + + +sampler2D _NoiseTex; +sampler2D _ParamTex; + +#if GRAYSCALE | SEPIA | NEGA | PIXEL | MONO | CUTOFF | HUE +#define UI_TONE +#endif + +#if ADD | SUBTRACT | FILL +#define UI_COLOR +#endif + +#if FASTBLUR | MEDIUMBLUR | DETAILBLUR +#define UI_BLUR +#endif + +// Unpack float to low-precision [0-1] fixed4. +fixed4 UnpackToVec4(float value) +{ + const int PACKER_STEP = 64; + const int PRECISION = PACKER_STEP - 1; + fixed4 unpacked; + + unpacked.x = (value % PACKER_STEP) / PRECISION; + value = floor(value / PACKER_STEP); + + unpacked.y = (value % PACKER_STEP) / PRECISION; + value = floor(value / PACKER_STEP); + + unpacked.z = (value % PACKER_STEP) / PRECISION; + value = floor(value / PACKER_STEP); + + unpacked.w = (value % PACKER_STEP) / PRECISION; + return unpacked; +} + +// Unpack float to low-precision [0-1] fixed3. +fixed3 UnpackToVec3(float value) +{ + const int PACKER_STEP = 256; + const int PRECISION = PACKER_STEP - 1; + fixed3 unpacked; + + unpacked.x = (value % (PACKER_STEP)) / (PACKER_STEP - 1); + value = floor(value / (PACKER_STEP)); + + unpacked.y = (value % PACKER_STEP) / (PACKER_STEP - 1); + value = floor(value / PACKER_STEP); + + unpacked.z = (value % PACKER_STEP) / (PACKER_STEP - 1); + return unpacked; +} + +// Unpack float to low-precision [0-1] half2. +half2 UnpackToVec2(float value) +{ + const int PACKER_STEP = 4096; + const int PRECISION = PACKER_STEP - 1; + half2 unpacked; + + unpacked.x = (value % (PACKER_STEP)) / (PACKER_STEP - 1); + value = floor(value / (PACKER_STEP)); + + unpacked.y = (value % PACKER_STEP) / (PACKER_STEP - 1); + return unpacked; +} + +// Sample texture with blurring. +// * Fast: Sample texture with 3x3 kernel. +// * Medium: Sample texture with 5x5 kernel. +// * Detail: Sample texture with 7x7 kernel. +fixed4 Tex2DBlurring (sampler2D tex, half2 texcood, half2 blur, half4 mask) +{ + #if FASTBLUR && EX + const int KERNEL_SIZE = 5; + const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486}; + #elif MEDIUMBLUR && EX + const int KERNEL_SIZE = 9; + const float KERNEL_[9] = { 0.0438, 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719, 0.0438}; + #elif DETAILBLUR && EX + const int KERNEL_SIZE = 13; + const float KERNEL_[13] = { 0.0438, 0.1138, 0.2486, 0.4566, 0.7046, 0.9141, 1.0, 0.9141, 0.7046, 0.4566, 0.2486, 0.1138, 0.0438}; + #elif FASTBLUR + const int KERNEL_SIZE = 3; + const float KERNEL_[3] = { 0.4566, 1.0, 0.4566}; + #elif MEDIUMBLUR + const int KERNEL_SIZE = 5; + const float KERNEL_[5] = { 0.2486, 0.7046, 1.0, 0.7046, 0.2486}; + #elif DETAILBLUR + const int KERNEL_SIZE = 7; + const float KERNEL_[7] = { 0.1719, 0.4566, 0.8204, 1.0, 0.8204, 0.4566, 0.1719}; + #else + const int KERNEL_SIZE = 1; + const float KERNEL_[1] = { 1.0 }; + #endif + float4 o = 0; + float sum = 0; + float2 shift = 0; + for(int x = 0; x < KERNEL_SIZE; x++) + { + shift.x = blur.x * (float(x) - KERNEL_SIZE/2); + for(int y = 0; y < KERNEL_SIZE; y++) + { + shift.y = blur.y * (float(y) - KERNEL_SIZE/2); + float2 uv = texcood + shift; + float weight = KERNEL_[x] * KERNEL_[y]; + sum += weight; + #if EX + fixed masked = min(mask.x <= uv.x, uv.x <= mask.z) * min(mask.y <= uv.y, uv.y <= mask.w); + o += lerp(fixed4(0.5, 0.5, 0.5, 0), tex2D(tex, uv), masked) * weight; + #else + o += tex2D(tex, uv) * weight; + #endif + } + } + return o / sum; +} + +// Sample texture with blurring. +// * Fast: Sample texture with 3x3 kernel. +// * Medium: Sample texture with 5x5 kernel. +// * Detail: Sample texture with 7x7 kernel. +fixed4 Tex2DBlurring (sampler2D tex, half2 texcood, half2 blur) +{ + return Tex2DBlurring(tex, texcood, blur, half4(0,0,1,1)); +} + + +// Sample texture with blurring. +// * Fast: Sample texture with 3x1 kernel. +// * Medium: Sample texture with 5x1 kernel. +// * Detail: Sample texture with 7x1 kernel. +fixed4 Tex2DBlurring1D (sampler2D tex, half2 uv, half2 blur) +{ + #if FASTBLUR + const int KERNEL_SIZE = 3; + #elif MEDIUMBLUR + const int KERNEL_SIZE = 5; + #elif DETAILBLUR + const int KERNEL_SIZE = 7; + #else + const int KERNEL_SIZE = 1; + #endif + float4 o = 0; + float sum = 0; + float weight; + half2 texcood; + for(int i = -KERNEL_SIZE/2; i <= KERNEL_SIZE/2; i++) + { + texcood = uv; + texcood.x += blur.x * i; + texcood.y += blur.y * i; + weight = 1.0/(abs(i)+2); + o += tex2D(tex, texcood)*weight; + sum += weight; + } + return o / sum; +} + +fixed3 shift_hue(fixed3 RGB, half VSU, half VSW) +{ + fixed3 result; + result.x = (0.299 + 0.701*VSU + 0.168*VSW)*RGB.x + + (0.587 - 0.587*VSU + 0.330*VSW)*RGB.y + + (0.114 - 0.114*VSU - 0.497*VSW)*RGB.z; + + result.y = (0.299 - 0.299*VSU - 0.328*VSW)*RGB.x + + (0.587 + 0.413*VSU + 0.035*VSW)*RGB.y + + (0.114 - 0.114*VSU + 0.292*VSW)*RGB.z; + + result.z = (0.299 - 0.3*VSU + 1.25*VSW)*RGB.x + + (0.587 - 0.588*VSU - 1.05*VSW)*RGB.y + + (0.114 + 0.886*VSU - 0.203*VSW)*RGB.z; + + return result; +} + +// Apply tone effect. +fixed4 ApplyToneEffect(fixed4 color, fixed factor) +{ + #ifdef GRAYSCALE + color.rgb = lerp(color.rgb, Luminance(color.rgb), factor); + + #elif SEPIA + color.rgb = lerp(color.rgb, Luminance(color.rgb) * half3(1.07, 0.74, 0.43), factor); + + #elif NEGA + color.rgb = lerp(color.rgb, 1 - color.rgb, factor); + #endif + + return color; +} + +// Apply color effect. +fixed4 ApplyColorEffect(half4 color, half4 factor) +{ + #if FILL + color.rgb = lerp(color.rgb, factor.rgb, factor.a); + + #elif ADD + color.rgb += factor.rgb * factor.a; + + #elif SUBTRACT + color.rgb -= factor.rgb * factor.a; + + #else + color.rgb = lerp(color.rgb, color.rgb * factor.rgb, factor.a); + #endif + + #if CUTOFF + color.a = factor.a; + #endif + + return color; +} + +// Apply transition effect. +fixed4 ApplyTransitionEffect(half4 color, half3 transParam) +{ + fixed4 param = tex2D(_ParamTex, float2(0.25, transParam.z)); + float alpha = tex2D(_NoiseTex, transParam.xy).a; + + #if REVERSE + fixed effectFactor = 1 - param.x; + #else + fixed effectFactor = param.x; + #endif + + #if FADE + color.a *= saturate(alpha + (1 - effectFactor * 2)); + #elif CUTOFF + color.a *= step(0.001, color.a * alpha - effectFactor); + #elif DISSOLVE + fixed width = param.y/4; + fixed softness = param.z; + fixed3 dissolveColor = tex2D(_ParamTex, float2(0.75, transParam.z)).rgb; + float factor = alpha - effectFactor * ( 1 + width ) + width; + fixed edgeLerp = step(factor, color.a) * saturate((width - factor)*16/ softness); + color = ApplyColorEffect(color, fixed4(dissolveColor, edgeLerp)); + color.a *= saturate((factor)*32/ softness); + #endif + + return color; +} + + +// Apply shiny effect. +half4 ApplyShinyEffect(half4 color, half2 shinyParam) +{ + fixed nomalizedPos = shinyParam.x; + fixed4 param1 = tex2D(_ParamTex, float2(0.25, shinyParam.y)); + fixed4 param2 = tex2D(_ParamTex, float2(0.75, shinyParam.y)); + half location = param1.x * 2 - 0.5; + fixed width = param1.y; + fixed soft = param1.z; + fixed brightness = param1.w; + fixed gloss = param2.x; + half normalized = 1 - saturate(abs((nomalizedPos - location) / width)); + half shinePower = smoothstep(0, soft*2, normalized); + half3 reflectColor = lerp(1, color.rgb * 10, gloss); + + color.rgb += color.a * (shinePower / 2) * brightness * reflectColor; + + + return color; +} + +half3 RgbToHsv(half3 c) { + half4 K = half4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); + half4 p = lerp(half4(c.bg, K.wz), half4(c.gb, K.xy), step(c.b, c.g)); + half4 q = lerp(half4(p.xyw, c.r), half4(c.r, p.yzx), step(p.x, c.r)); + + half d = q.x - min(q.w, q.y); + half e = 1.0e-10; + return half3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +half3 HsvToRgb(half3 c) { + c = half3(c.x, clamp(c.yz, 0.0, 1.0)); + half4 K = half4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); + half3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www); + return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} + + +// Apply Hsv effect. +half4 ApplyHsvEffect(half4 color, half param) +{ + fixed4 param1 = tex2D(_ParamTex, float2(0.25, param)); + fixed4 param2 = tex2D(_ParamTex, float2(0.75, param)); + fixed3 targetHsv = param1.rgb; + + fixed3 targetRange = param1.w; + fixed3 hsvShift = param2.xyz - 0.5; + half3 hsv = RgbToHsv(color.rgb); + half3 range = abs(hsv - targetHsv); + half diff = max(max(min(1-range.x, range.x), min(1-range.y, range.y)/10), min(1-range.z, range.z)/10); + + fixed masked = step(diff, targetRange); + color.rgb = HsvToRgb(hsv + hsvShift * masked); + + return color; +} + + +#endif // UI_EFFECT_INCLUDED diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc.meta new file mode 100644 index 00000000..9fd2f817 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7467061e9f5514f2c80e30817ee2458b +timeCreated: 1487915863 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.shader new file mode 100644 index 00000000..993c0459 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.shader @@ -0,0 +1,113 @@ +Shader "UI/Hidden/UI-Effect" +{ + Properties + { + [PerRendererData] _MainTex ("Main Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + + _ParamTex ("Parameter Texture", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #if !defined(SHADER_API_D3D11_9X) && !defined(SHADER_API_D3D9) + #pragma target 2.0 + #else + #pragma target 3.0 + #endif + + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #pragma shader_feature __ GRAYSCALE SEPIA NEGA PIXEL + #pragma shader_feature __ ADD SUBTRACT FILL + #pragma shader_feature __ FASTBLUR MEDIUMBLUR DETAILBLUR + #pragma shader_feature __ EX + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #define UI_EFFECT 1 + #include "UI-Effect.cginc" + #include "UI-Effect-Sprite.cginc" + + fixed4 frag(v2f IN) : SV_Target + { + fixed4 param = tex2D(_ParamTex, float2(0.5, IN.eParam)); + fixed effectFactor = param.x; + fixed colorFactor = param.y; + fixed blurFactor = param.z; + + #if PIXEL + half2 pixelSize = max(2, (1-effectFactor*0.95) * _MainTex_TexelSize.zw); + IN.texcoord = round(IN.texcoord * pixelSize) / pixelSize; + #endif + + #if defined(UI_BLUR) && EX + half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2, IN.uvMask) + _TextureSampleAdd); + #elif defined(UI_BLUR) + half4 color = (Tex2DBlurring(_MainTex, IN.texcoord, blurFactor * _MainTex_TexelSize.xy * 2) + _TextureSampleAdd); + #else + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd); + #endif + + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + + #if UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + #if defined (UI_TONE) + color = ApplyToneEffect(color, effectFactor); + #endif + + color = ApplyColorEffect(color, fixed4(IN.color.rgb, colorFactor)); + color.a *= IN.color.a; + + return color; + } + ENDCG + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.shader.meta new file mode 100644 index 00000000..b06e4d53 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-Effect.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: b868e81d0156245e08c8646b4fb68d7a +timeCreated: 1482973535 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-EffectCapture.shader b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-EffectCapture.shader new file mode 100644 index 00000000..6dd26c06 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-EffectCapture.shader @@ -0,0 +1,101 @@ +Shader "UI/Hidden/UI-EffectCapture" +{ + Properties + { + [PerRendererData] _MainTex("Main Texture", 2D) = "white" {} + } + + SubShader + { + ZTest Always + Cull Off + ZWrite Off + Fog{ Mode off } + + Pass + { + Name "Effect-Base" + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #pragma shader_feature __ GRAYSCALE SEPIA NEGA PIXEL + #pragma shader_feature __ ADD SUBTRACT FILL + + #include "UnityCG.cginc" + #include "UI-Effect.cginc" + + sampler2D _MainTex; + float4 _MainTex_TexelSize; + half4 _EffectFactor; + fixed4 _ColorFactor; + + v2f_img vert(appdata_img v) + { + v2f_img o; + o.pos = UnityObjectToClipPos(v.vertex); + o.uv = v.texcoord; + #if UNITY_UV_STARTS_AT_TOP + o.uv.y = 1 - o.uv.y; + #endif + return o; + } + + fixed4 frag(v2f_img IN) : SV_Target + { + half effectFactor = _EffectFactor.x; + fixed4 colorFactor = _ColorFactor; + + #if PIXEL + half2 pixelScale = max(2, (1 - effectFactor) * _MainTex_TexelSize.zw); + IN.uv = round(IN.uv * pixelScale) / pixelScale; + #endif + + half4 color = tex2D(_MainTex, IN.uv); + + #if defined (UI_TONE) + color = ApplyToneEffect(color, effectFactor); + #endif + + #if defined (UI_COLOR) + color = ApplyColorEffect(color, colorFactor); + #endif + + color.a = 1; + return color; + } + ENDCG + } + + + Pass + { + Name "Effect-Blur" + + CGPROGRAM + #pragma vertex vert_img + #pragma fragment frag_blur + #pragma target 2.0 + + #pragma shader_feature __ FASTBLUR MEDIUMBLUR DETAILBLUR + + #include "UnityCG.cginc" + #include "UI-Effect.cginc" + + sampler2D _MainTex; + float4 _MainTex_TexelSize; + half4 _EffectFactor; + + fixed4 frag_blur(v2f_img IN) : SV_Target + { + half2 blurFactor = _EffectFactor.xy; + half4 color = Tex2DBlurring1D(_MainTex, IN.uv, blurFactor * _MainTex_TexelSize.xy * 2); + color.a = 1; + return color; + } + ENDCG + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-EffectCapture.shader.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-EffectCapture.shader.meta new file mode 100644 index 00000000..1529e715 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/Shaders/UI-EffectCapture.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7a6f925a07c3c5846a1c782eaaeb7087 +timeCreated: 1482973535 +licenseType: Pro +ShaderImporter: + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/UIEffect.asmdef b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/UIEffect.asmdef new file mode 100644 index 00000000..e197c0e9 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/UIEffect.asmdef @@ -0,0 +1,3 @@ +{ + "name": "UIEffect" +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/UIEffect.asmdef.meta 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"5.5", + "license": "MIT", + "repository": { + "type": "git", + "url": "git+https://github.com/mob-sakai/UIEffect.git" + }, + "src": "Assets/Coffee/UIExtensions/UIEffect", + "author": "mob-sakai (https://github.com/mob-sakai)", + "editorOnly": false, + "upmSupport": false, + "dependencies": { + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/package.json.meta b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/package.json.meta new file mode 100644 index 00000000..eff904e9 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Coffee/UIExtensions/UIEffect/package.json.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 546af75b6221c4768be79d67c9cea1fb +timeCreated: 1547605752 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant.meta b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant.meta new file mode 100644 index 00000000..e20ca951 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 38ad9fa7ab0e4e04788cecad771d86a1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween.meta b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween.meta new file mode 100644 index 00000000..cbebc392 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween.meta @@ -0,0 +1,21 @@ +fileFormatVersion: 2 +guid: a50bd9a009c8dfc4ebd88cc8101225a7 +labels: +- Tween +- Tweening +- Animation +- HOTween +- Paths +- iTween +- DFTween +- LeanTween +- Ease +- Easing +- Shake +- Punch +- 2DToolkit +- TextMeshPro +- Text +folderAsset: yes +DefaultImporter: + userData: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/DOTween.XML b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/DOTween.XML new file mode 100644 index 00000000..7b6f33df --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/DOTween.XML @@ -0,0 +1,3089 @@ + + + + DOTween + + + + + Types of autoPlay behaviours + + + + No tween is automatically played + + + Only Sequences are automatically played + + + Only Tweeners are automatically played + + + All tweens are automatically played + + + + What axis to constrain in case of Vector tweens + + + + Called the first time the tween is set in a playing state, after any eventual delay + + + + Used in place of System.Func, which is not available in mscorlib. + + + + + Used in place of System.Action. + + + + + Public so it can be used by lose scripts related to DOTween (like DOTweenAnimation) + + + + + Used to separate DOTween class from the MonoBehaviour instance (in order to use static constructors on DOTween). + Contains all instance-based methods + + + + Used internally inside Unity Editor, as a trick to update DOTween's inspector at every frame + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + This class contains a C# port of the easing equations created by Robert Penner (http://robertpenner.com/easing). + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in: accelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing out: decelerating from zero velocity. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Easing equation function for a bounce (exponentially decaying parabolic bounce) easing in/out: acceleration until halfway, then deceleration. + + + Current time (in frames or seconds). + + + Expected easing duration (in frames or seconds). + + Unused: here to keep same delegate for all ease types. + Unused: here to keep same delegate for all ease types. + + The eased value. + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Returns a value between 0 and 1 (inclusive) based on the elapsed time and ease selected + + + + + Used to interpret AnimationCurves as eases. + Public so it can be used by external ease factories + + + + + Behaviour in case a tween nested inside a Sequence fails and is captured by safe mode + + + + If the Sequence contains other elements, kill the failed tween but preserve the rest + + + Kill the whole Sequence + + + + Log types thrown by errors captured and prevented by safe mode + + + + No logs. NOT RECOMMENDED + + + Throw a normal log + + + Throw a warning log (default) + + + Throw an error log + + + + Additional notices passed to plugins when updating. + Public so it can be used by custom plugins. Internally, only PathPlugin uses it + + + + + None + + + + + Lets the plugin know that we restarted or rewinded + + + + + OnRewind callback behaviour (can only be set via DOTween's Utility Panel) + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind, OnRewind callbacks will always be fired, even if the tween is already rewinded. + When calling PlayBackwards/SmoothRewind instead, OnRewind callbacks will be fired only if the tween isn't already rewinded + + + + + When calling Rewind or PlayBackwards/SmoothRewind, OnRewind callbacks will always be fired, even if the tween is already rewinded + + + + + Public only so custom shortcuts can access some of these methods + + + + + INTERNAL: used by DO shortcuts and Modules to set special startup mode + + + + + INTERNAL: used by DO shortcuts and Modules to set the tween as blendable + + + + + INTERNAL: used by DO shortcuts and Modules to prevent a tween from using a From setup even if passed + + + + + Used to dispatch commands that need to be captured externally, usually by Modules + + + + + Various utils + + + + + Returns a Vector3 with z = 0 + + + + + Returns the 2D angle between two vectors + + + + + Returns a point on a circle with the given center and radius, + using Unity's circle coordinates (0° points up and increases clockwise) + + + + + Uses approximate equality on each axis instead of Unity's Vector3 equality, + because the latter fails (in some cases) when assigning a Vector3 to a transform.position and then checking it. + + + + + Looks for the type within all possible project assembly names + + + + NO-GC METHOD: changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + NO-GC METHOD: changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + NO-GC METHOD: changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Struct that stores two colors (used for LineRenderer tweens) + + + + + Used for tween callbacks + + + + + Used for tween callbacks + + + + + Used for custom and animationCurve-based ease functions. Must return a value between 0 and 1. + + + + + Straight Quaternion plugin. Instead of using Vector3 values accepts Quaternion values directly. + Beware: doesn't work with LoopType.Incremental (neither directly nor if inside a LoopType.Incremental Sequence). + To use it, call DOTween.To with the plugin parameter overload, passing it PureQuaternionPlugin.Plug() as first parameter + (do not use any of the other public PureQuaternionPlugin methods): + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + + Plug this plugin inside a DOTween.To call. + Example: + DOTween.To(PureQuaternionPlugin.Plug(), ()=> myQuaternionProperty, x=> myQuaternionProperty = x, myQuaternionEndValue, duration); + + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + INTERNAL: do not use + + + + Extra non-tweening-related curve methods + + + + + Cubic bezier curve methods + + + + + Calculates a point along the given Cubic Bezier segment-curve. + + Segment start point + Start point's control point/handle + Segment end point + End point's control point/handle + 0-1 percentage along which to retrieve point + + + + Returns an array containing a series of points along the given Cubic Bezier segment-curve. + + Start point + Start point's control point/handle + End point + End point's control point/handle + Cloud resolution (min: 2) + + + + Calculates a series of points along the given Cubic Bezier segment-curve and adds them to the given list. + + Start point + Start point's control point/handle + End point + End point's control point/handle + Cloud resolution (min: 2) + + + + Main DOTween class. Contains static methods to create and control tweens in a generic way + + + + DOTween's version + + + If TRUE (default) makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + Default: TRUE + + + Log type when safe mode reports capturing an error and preventing it + + + Behaviour in case a tween nested inside a Sequence fails (and is caught by safe mode). + Default: NestedTweenFailureBehaviour.TryToPreserveSequence + + + If TRUE you will get a DOTween report when exiting play mode (only in the Editor). + Useful to know how many max Tweeners and Sequences you reached and optimize your final project accordingly. + Beware, this will slightly slow down your tweens while inside Unity Editor. + Default: FALSE + + + Global DOTween global timeScale (default: 1). + The final timeScale of a non-timeScaleIndependent tween is: + Unity's Time.timeScale * DOTween.timeScale * tween.timeScale + while the final timeScale of a timeScaleIndependent tween is: + DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale + + + DOTween timeScale applied only to timeScaleIndependent tweens (default: 1). + The final timeScale of a timeScaleIndependent tween is: + DOTween.unscaledTimeScale * DOTween.timeScale * tween.timeScale + + + If TRUE, DOTween will use Time.smoothDeltaTime instead of Time.deltaTime for UpdateType.Normal and UpdateType.Late tweens + (unless they're set as timeScaleIndependent, in which case a value between the last timestep + and will be used instead). + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + If is TRUE, this indicates the max timeStep that an independent update call can last. + Setting this to TRUE will lead to smoother animations. + Default: FALSE + + + DOTween's log behaviour. + Default: LogBehaviour.ErrorsOnly + + + Used to intercept DOTween's logs. If this method isn't NULL, DOTween will call it before writing a log via Unity's own Debug log methods. + Return TRUE if you want DOTween to proceed with the log, FALSE otherwise. + This method must return a bool and accept two parameters: + - LogType: the type of Unity log that DOTween is trying to log + - object: the log message that DOTween wants to log + + + If TRUE draws path gizmos in Unity Editor (if the gizmos button is active). + Deactivate this if you want to avoid gizmos overhead while in Unity Editor + + + If TRUE activates various debug options + + + Stores the target id so it can be used to give more info in case of safeMode error capturing. + Only active if both debugMode and useSafeMode are TRUE + + + Default updateType for new tweens. + Default: UpdateType.Normal + + + Sets whether Unity's timeScale should be taken into account by default or not. + Default: false + + + Default autoPlay behaviour for new tweens. + Default: AutoPlay.All + + + Default autoKillOnComplete behaviour for new tweens. + Default: TRUE + + + Default loopType applied to all new tweens. + Default: LoopType.Restart + + + If TRUE all newly created tweens are set as recyclable, otherwise not. + Default: FALSE + + + Default ease applied to all new Tweeners (not to Sequences which always have Ease.Linear as default). + Default: Ease.InOutQuad + + + Default overshoot/amplitude used for eases + Default: 1.70158f + + + Default period used for eases + Default: 0 + + + Used internally. Assigned/removed by DOTweenComponent.Create/DestroyInstance + + + + Must be called once, before the first ever DOTween call/reference, + otherwise it will be called automatically and will use default options. + Calling it a second time won't have any effect. + You can chain SetCapacity to this method, to directly set the max starting size of Tweeners and Sequences: + DOTween.Init(false, false, LogBehaviour.Default).SetCapacity(100, 20); + + If TRUE all new tweens will be set for recycling, meaning that when killed, + instead of being destroyed, they will be put in a pool and reused instead of creating new tweens. This option allows you to avoid + GC allocations by reusing tweens, but you will have to take care of tween references, since they might result active + even if they were killed (since they might have been respawned and are now being used for other tweens). + If you want to automatically set your tween references to NULL when a tween is killed + you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + You can change this setting at any time by changing the static property, + or you can set the recycling behaviour for each tween separately, using: + SetRecyclable(bool recyclable) + Default: FALSE + If TRUE makes tweens slightly slower but safer, automatically taking care of a series of things + (like targets becoming null while a tween is playing). + You can change this setting at any time by changing the static property. + Default: FALSE + Type of logging to use. + You can change this setting at any time by changing the static property. + Default: ErrorsOnly + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Kills all tweens, clears all cached tween pools and plugins and resets the max Tweeners/Sequences capacities to the default values. + + If TRUE also destroys DOTween's gameObject and resets its initializiation, default settings and everything else + (so that next time you use it it will need to be re-initialized) + + + + Clears all cached tween pools. + + + + + Checks all active tweens to find and remove eventually invalid ones (usually because their targets became NULL) + and returns the total number of invalid tweens found and removed. + IMPORTANT: this will cause an error on UWP platform, so don't use it there + BEWARE: this is a slightly expensive operation so use it with care + + + + + Updates all tweens that are set to . + + Manual deltaTime + Unscaled delta time (used with tweens set as timeScaleIndependent) + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a property or field to the given value using a custom plugin + The plugin to use. Each custom plugin implements a static Get() method + you'll need to call to assign the correct plugin in the correct way, like this: + CustomPlugin.Get() + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens only one axis of a Vector3 to the given value using default plugins. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + The axis to tween + + + Tweens only the alpha of a Color to the given value using default plugins + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end value to reachThe tween's duration + + + Tweens a virtual property from the given start to the given end value + and implements a setter that allows to use that value with an external method or a lambda + Example: + To(MyMethod, 0, 12, 0.5f); + Where MyMethod is a function that accepts a float parameter (which will be the result of the virtual tween) + The action to perform with the tweened value + The value to start from + The end value to reach + The duration of the virtual tween + + + + Punches a Vector3 towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The direction and strength of the punch + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the direction and the opposite decaying direction, + while 0 oscillates only between the starting position and the decaying direction + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction and behave like a random punch. + If TRUE only shakes on the X Y axis (looks better with things like cameras). + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Vector3 with the given values. + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction and behave like a random punch. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a property or field to the given values using default plugins. + Ease is applied between each segment and not as a whole. + This tween type generates some GC allocations at startup + A getter for the field or property to tween. + Example usage with lambda:()=> myProperty + A setter for the field or property to tween + Example usage with lambda:x=> myProperty = x + The end values to reach for each segment. This array must have the same length as durations + The duration of each segment. This array must have the same length as endValues + + + + Returns a new to be used for tween groups. + Mind that Sequences don't have a target applied automatically like Tweener creation shortcuts, + so if you want to be able to kill this Sequence when calling DOTween.Kill(target) you'll have to add + the target manually; you can do that directly by using the overload instead of this one + + + + + Returns a new to be used for tween groups, and allows to set a target + (because Sequences don't have their target set automatically like Tweener creation shortcuts). + That way killing/controlling tweens by target will apply to this Sequence too. + + The target of the Sequence. Relevant only for static target-based methods like DOTween.Kill(target), + useless otherwise + + + Completes all tweens and returns the number of actual tweens completed + (meaning tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Completes all tweens with the given ID or target and returns the number of actual tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + For Sequences only: if TRUE internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Flips all tweens (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Flips the tweens with the given ID or target (changing their direction to forward if it was backwards and viceversa), + then returns the number of actual tweens flipped + + + Sends all tweens to the given position (calculating also eventual loop cycles) and returns the actual tweens involved + + + Sends all tweens with the given ID or target to the given position (calculating also eventual loop cycles) + and returns the actual tweens involved + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + Eventual IDs or targets to exclude from the killing + + + Kills all tweens with the given ID or target and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Kills all tweens with the given target and the given ID, and returns the number of actual tweens killed + If TRUE completes the tweens before killing them + + + Pauses all tweens and returns the number of actual tweens paused + + + Pauses all tweens with the given ID or target and returns the number of actual tweens paused + (meaning the tweens that were actually playing and have been paused) + + + Plays all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing or complete) + + + Plays all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + + + Plays backwards all tweens and returns the number of actual tweens played + (meaning tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays backwards all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Plays forward all tweens and returns the number of actual tweens played + (meaning tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given ID or target and returns the number of actual tweens played + (meaning the tweens that were not already playing forward or complete) + + + Plays forward all tweens with the given target and ID and returns the number of actual tweens played + (meaning the tweens that were not already started, playing backwards or rewinded) + + + Restarts all tweens, then returns the number of actual tweens restarted + + + Restarts all tweens with the given ID or target, then returns the number of actual tweens restarted + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Restarts all tweens with the given target and the given ID, and returns the number of actual tweens played + (meaning the tweens that were not already playing or complete) + If TRUE includes the eventual tweens delays, otherwise skips them + If >= 0 changes the startup delay of all involved tweens to this value, otherwise doesn't touch it + + + Rewinds and pauses all tweens, then returns the number of actual tweens rewinded + (meaning tweens that were not already rewinded) + + + Rewinds and pauses all tweens with the given ID or target, then returns the number of actual tweens rewinded + (meaning the tweens that were not already rewinded) + + + Smoothly rewinds all tweens (delays excluded), then returns the number of actual tweens rewinding/rewinded + (meaning tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Smoothly rewinds all tweens (delays excluded) with the given ID or target, then returns the number of actual tweens rewinding/rewinded + (meaning the tweens that were not already rewinded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Toggles the play state of all tweens and returns the number of actual tweens toggled + (meaning tweens that could be played or paused, depending on the toggle state) + + + Toggles the play state of all tweens with the given ID or target and returns the number of actual tweens toggled + (meaning the tweens that could be played or paused, depending on the toggle state) + + + + Returns TRUE if a tween with the given ID or target is active. + You can also use this to know if a shortcut tween is active for a given target. + Example: + transform.DOMoveX(45, 1); // transform is automatically added as the tween target + DOTween.IsTweening(transform); // Returns true + + The target or ID to look for + If FALSE (default) returns TRUE as long as a tween for the given target/ID is active, + otherwise also requires it to be playing + + + + Returns the total number of active tweens (so both Tweeners and Sequences). + A tween is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active Tweeners. + A Tweener is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active Sequences. + A Sequence is considered active if it wasn't killed, regardless if it's playing or paused + + + + + Returns the total number of active and playing tweens. + A tween is considered as playing even if its delay is actually playing + + + + + Returns a the total number of active tweens with the given id. + + If TRUE returns only the tweens with the given ID that are currently playing + + + + Returns a list of all active tweens in a playing state. + Returns NULL if there are no active playing tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens in a paused state. + Returns NULL if there are no active paused tweens. + Beware: each time you call this method a new list is generated, so use it for debug only + + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given id. + Returns NULL if there are no active tweens with the given id. + Beware: each time you call this method a new list is generated + + If TRUE returns only the tweens with the given ID that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + Returns a list of all active tweens with the given target. + Returns NULL if there are no active tweens with the given target. + Beware: each time you call this method a new list is generated + If TRUE returns only the tweens with the given target that are currently playing + If NULL creates a new list, otherwise clears and fills this one (and thus saves allocations) + + + + + Creates virtual tweens that can be used to change other elements via their OnUpdate calls + + + + + Tweens a virtual float. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type float, called at each update + + + + Tweens a virtual int. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type int, called at each update + + + + Tweens a virtual Vector2. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Vector3, called at each update + + + + Tweens a virtual Vector3. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Vector3, called at each update + + + + Tweens a virtual Color. + You can add regular settings to the generated tween, + but do not use OnUpdate or you will overwrite the onVirtualUpdate parameter + + The value to start from + The value to tween to + The duration of the tween + A callback which must accept a parameter of type Color, called at each update + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual overshoot to use with Back ease + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The type of ease + Eventual amplitude to use with Elastic easeType + Eventual period to use with Elastic easeType + + + Returns a value based on the given ease and lifetime percentage (0 to 1) + The value to start from when lifetimePercentage is 0 + The value to reach when lifetimePercentage is 1 + The time percentage (0 to 1) at which the value should be taken + The AnimationCurve to use for ease + + + Fires the given callback after the given time. + Callback delay + Callback to fire when the delay has expired + If TRUE (default) ignores Unity's timeScale + + + + Don't assign this! It's assigned automatically when creating 0 duration tweens + + + + + Don't assign this! It's assigned automatically when setting the ease to an AnimationCurve or to a custom ease function + + + + + Allows to wrap ease method in special ways, adding extra features + + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Ease type + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + AnimationCurve to use for the ease + + + + Converts the given ease so that it also creates a stop-motion effect, by playing the tween at the given FPS + + FPS at which the tween should be played + Custom ease function to use + + + + Used to allow method chaining with DOTween.Init + + + + + Directly sets the current max capacity of Tweeners and Sequences + (meaning how many Tweeners and Sequences can be running at the same time), + so that DOTween doesn't need to automatically increase them in case the max is reached + (which might lead to hiccups when that happens). + Sequences capacity must be less or equal to Tweeners capacity + (if you pass a low Tweener capacity it will be automatically increased to match the Sequence's). + Beware: use this method only when there are no tweens running. + + Max Tweeners capacity. + Default: 200 + Max Sequences capacity. + Default: 50 + + + + Behaviour that can be assigned when chaining a SetLink to a tween + + + + Pauses the tween when the link target is disabled + + + Pauses the tween when the link target is disabled, plays it when it's enabled + + + Pauses the tween when the link target is disabled, restarts it when it's enabled + + + Plays the tween when the link target is enabled + + + Restarts the tween when the link target is enabled + + + Kills the tween when the link target is disabled + + + Kills the tween when the link target is destroyed (becomes NULL). This is always active even if another behaviour is chosen + + + Completes the tween when the link target is disabled + + + Completes and kills the tween when the link target is disabled + + + Rewinds the tween (delay excluded) when the link target is disabled + + + Rewinds and kills the tween when the link target is disabled + + + + Path mode (used to determine correct LookAt orientation) + + + + Ignores the path mode (and thus LookAt behaviour) + + + Regular 3D path + + + 2D top-down path + + + 2D side-scroller path + + + + Type of path to use with DOPath tweens + + + + Linear, composed of straight segments between each waypoint + + + Curved path (which uses Catmull-Rom curves) + + + EXPERIMENTAL: Curved path (which uses Cubic Bezier curves, where each point requires two extra control points) + + + + Tweens a Vector2 along a circle. + EndValue represents the center of the circle, start and end value degrees are inside options + ChangeValue x is changeValue°, y is unused + + + + + Path control point + + + + + Path waypoints (modified by PathPlugin when setting relative end/change value or by CubicBezierDecoder) and by DOTweenPathInspector + + + + + Minimum input points necessary to create the path (doesn't correspond to actual waypoints required) + + + + + Gets the point on the path at the given percentage (0 to 1) + + The percentage (0 to 1) at which to get the point + If TRUE constant speed is taken into account, otherwise not + + + + Base interface for all tween plugins options + + + + Resets the plugin + + + + This plugin generates some GC allocations at startup + + + + + Path plugin works exclusively with Transforms + + + + + Rotation mode used with DORotate methods + + + + + Fastest way that never rotates beyond 360° + + + + + Fastest way that rotates beyond 360° + + + + + Adds the given rotation to the transform using world axis and an advanced precision mode + (like when using transform.Rotate(Space.World)). + In this mode the end value is is always considered relative + + + + + Adds the given rotation to the transform's local axis + (like when rotating an object with the "local" switch enabled in Unity's editor or using transform.Rotate(Space.Self)). + In this mode the end value is is always considered relative + + + + + Type of scramble to apply to string tweens + + + + + No scrambling of characters + + + + + A-Z + a-z + 0-9 characters + + + + + A-Z characters + + + + + a-z characters + + + + + 0-9 characters + + + + + Custom characters + + + + + Type of randomness to apply to a shake tween + + + + Default, full randomness + + + Creates a more balanced randomness that looks more harmonic + + + + Methods that extend Tween objects and allow to control or get data from them + + + + Completes the tween + + + Completes the tween + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + Optional: indicates that the tween creation has ended, to be used (optionally) as the last element of tween chaining creation.
+ This method won't do anything except in case of 0-duration tweens, + where it will complete them immediately instead of waiting for the next internal update routine + (unless they're nested in a Sequence, in which case the Sequence will still be the one in control and this method will be ignored)
+
+ + Flips the direction of this tween (backwards if it was going forward or viceversa) + + + Forces the tween to initialize its settings immediately + + + Send the tween to the given position in time + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Send the tween to the given position in time while also executing any callback between the previous time position and the new one + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + Kills the tween + If TRUE completes the tween before killing it + + + + Forces this tween to update manually, regardless of the set via SetUpdate. + Note that the tween will still be subject to normal tween rules, so if for example it's paused this method will do nothing. + Also note that if you only want to update this tween instance manually you'll have to set it to anyway, + so that it's not updated automatically. + + Manual deltaTime + Unscaled delta time (used with tweens set as timeScaleIndependent) + + + Pauses the tween + + + Plays the tween + + + Sets the tween in a backwards direction and plays it + + + Sets the tween in a forward direction and plays it + + + Restarts the tween from the beginning + Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it + Ignored in case of Sequences. If >= 0 changes the startup delay to this value, otherwise doesn't touch it + + + Rewinds and pauses the tween + Ignored in case of Sequences. If TRUE includes the eventual tween delay, otherwise skips it + + + Smoothly rewinds the tween (delays excluded). + A "smooth rewind" animates the tween to its start position, + skipping all elapsed loops (except in case of LoopType.Incremental) while keeping the animation fluent. + If called on a tween who is still waiting for its delay to happen, it will simply set the delay to 0 and pause the tween. + Note that a tween that was smoothly rewinded will have its play direction flipped + + + Plays the tween if it was paused, pauses it if it was playing + + + Send a path tween to the given waypoint. + Has no effect if this is not a path tween. + BEWARE, this is a special utility method: + it works only with Linear eases. Also, the lookAt direction might be wrong after calling this and might need to be set manually + (because it relies on a smooth path movement and doesn't work well with jumps that encompass dramatic direction changes) + Waypoint index to reach + (if higher than the max waypoint index the tween will simply go to the last one) + If TRUE will play the tween after reaching the given waypoint, otherwise it will pause it + + + + Creates a yield instruction that waits until the tween is killed or complete. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForCompletion(); + + + + + Creates a yield instruction that waits until the tween is killed or rewinded. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForRewind(); + + + + + Creates a yield instruction that waits until the tween is killed. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForKill(); + + + + + Creates a yield instruction that waits until the tween is killed or has gone through the given amount of loops. + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForElapsedLoops(2); + + Elapsed loops to wait for + + + + Creates a yield instruction that waits until the tween is killed or has reached the given position (loops included, delays excluded). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForPosition(2.5f); + + Position (loops included, delays excluded) to wait for + + + + Creates a yield instruction that waits until the tween is killed or started + (meaning when the tween is set in a playing state the first time, after any eventual delay). + It can be used inside a coroutine as a yield. + Example usage:yield return myTween.WaitForStart(); + + + + Returns the total number of loops completed by this tween + + + Returns the eventual delay set for this tween + + + Returns the eventual elapsed delay set for this tween + + + Returns the duration of this tween (delays excluded). + NOTE: when using settings like SpeedBased, the duration will be recalculated when the tween starts + If TRUE returns the full duration loops included, + otherwise the duration of a single loop cycle + + + Returns the elapsed time for this tween (delays exluded) + If TRUE returns the elapsed time since startup loops included, + otherwise the elapsed time within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded) + If TRUE returns the elapsed percentage since startup loops included, + otherwise the elapsed percentage within the current loop cycle + + + Returns the elapsed percentage (0 to 1) of this tween (delays exluded), + based on a single loop, and calculating eventual backwards Yoyo loops as 1 to 0 instead of 0 to 1 + + + Returns FALSE if this tween has been killed or is NULL, TRUE otherwise. + BEWARE: if this tween is recyclable it might have been spawned again for another use and thus return TRUE anyway. + When working with recyclable tweens you should take care to know when a tween has been killed and manually set your references to NULL. + If you want to be sure your references are set to NULL when a tween is killed you can use the OnKill callback like this: + .OnKill(()=> myTweenReference = null) + + + Returns TRUE if this tween was reversed and is set to go backwards + + + NOTE: To check if a tween was simply set to go backwards see . + Returns TRUE if this tween is going backwards for any of these reasons: + - The tween was reversed and is going backwards on a straight loop + - The tween was reversed and is going backwards on an odd Yoyo loop + - The tween is going forward but on an even Yoyo loop + IMPORTANT: if used inside a tween's callback, this will return a result concerning the exact frame when it's asked, + so for example in a callback at the end of a Yoyo loop step this method will never return FALSE + because the frame will never end exactly there and the tween will already be going backwards when the callback is fired + + + Returns TRUE if the tween is complete + (silently fails and returns FALSE if the tween has been killed) + + + Returns TRUE if this tween has been initialized + + + Returns TRUE if this tween is playing + + + Returns the total number of loops set for this tween + (returns -1 if the loops are infinite) + + + + Returns a point on a path based on the given path percentage. + Returns Vector3.zero if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + Percentage of the path (0 to 1) on which to get the point + + + + Returns an array of points that can be used to draw the path. + Note that this method generates allocations, because it creates a new array. + Returns NULL if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + How many points to create for each path segment (waypoint to waypoint). + Only used in case of non-Linear paths + + + + Returns the length of a path. + Returns -1 if this is not a path tween, if the tween is invalid, or if the path is not yet initialized. + A path is initialized after its tween starts, or immediately if the tween was created with the Path Editor (DOTween Pro feature). + You can force a path to be initialized by calling myTween.ForceInit(). + + + + + Types of loop + + + + Each loop cycle restarts from the beginning + + + The tween moves forward and backwards at alternate cycles + + + Continuously increments the tween at the end of each loop cycle (A to B, B to B+(A-B), and so on), thus always moving "onward". + In case of String tweens works only if the tween is set as relative + + + + Controls other tweens as a group + + + + + Methods that extend known Unity objects and allow to directly create and control tweens from their instances + + + + Tweens a Camera's aspect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's backgroundColor to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's farClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's fieldOfView to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's nearClipPlane to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's orthographicSize to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's pixelRect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Camera's rect to the given value. + Also stores the camera as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localPosition along its relative X Y axes with the given values. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Camera's localRotation. + Also stores the camera as the tween's target so it can be used for filtered operations + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a Light's color to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's intensity to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's shadowStrength to the given value. + Also stores the light as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a LineRenderer's color to the given value. + Also stores the LineRenderer as the tween's target so it can be used for filtered operations. + Note that this method requires to also insert the start colors for the tween, + since LineRenderers have no way to get them. + The start value to tween from + The end value to reachThe duration of the tween + + + Tweens a Material's color to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's named color property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Material's alpha color to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's alpha color with the given ID to the given value + (will have no effect unless your material supports transparency). + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's named float property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named float property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Material's texture offset to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture offset property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's texture scale to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The duration of the tween + + + Tweens a Material's named texture scale property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The name of the material property to tween + The duration of the tween + + + Tweens a Material's named Vector property with the given ID to the given value. + Also stores the material as the tween's target so it can be used for filtered operations + The end value to reach + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a TrailRenderer's startWidth/endWidth to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end startWidth to reachThe end endWidth to reach + The duration of the tween + + + Tweens a TrailRenderer's time to the given value. + Also stores the TrailRenderer as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z position to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's X localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Y localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's Z localPosition to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's rotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DORotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localRotation to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + Rotation mode + + + Tweens a Transform's rotation to the given value using pure quaternion values. + Also stores the transform as the tween's target so it can be used for filtered operations. + PLEASE NOTE: DOLocalRotate, which takes Vector3 values, is the preferred rotation method. + This method was implemented for very special cases, and doesn't support LoopType.Incremental loops + (neither for itself nor if placed inside a LoopType.Incremental Sequence) + + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's localScale uniformly to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's X localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Y localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's Z localScale to the given value. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Transform's rotation so that it will look towards the given world position. + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + EXPERIMENTAL Tweens a Transform's rotation so that it will look towards the given world position, + while also updating the lookAt position every frame + (contrary to which calculates the lookAt rotation only once, when the tween starts). + Also stores the transform as the tween's target so it can be used for filtered operations + The position to look atThe duration of the tween + Eventual axis constraint for the rotation + The vector that defines in which direction up is (default: Vector3.up) + + + Punches a Transform's localPosition towards the given direction and then back to the starting one + as if it was connected to the starting position via an elastic. + The direction and strength of the punch (added to the Transform's current position) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + 1 creates a full oscillation between the punch direction and the opposite direction, + while 0 oscillates only between the punch and the start position + If TRUE the tween will smoothly snap all values to integers + + + Punches a Transform's localScale towards the given size and then back to the starting one + as if it was connected to the starting scale via an elastic. + The punch strength (added to the Transform's current scale) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting size when bouncing backwards. + 1 creates a full oscillation between the punch scale and the opposite scale, + while 0 oscillates only between the punch scale and the start scale + + + Punches a Transform's localRotation towards the given size and then back to the starting one + as if it was connected to the starting rotation via an elastic. + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localPosition with the given values. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the tween will smoothly snap all values to integers + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localRotation. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Shakes a Transform's localScale. + The duration of the tween + The shake strength on each axis + Indicates how much will the shake vibrate + Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + Setting it to 0 will shake along a single direction. + If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + Randomness mode + + + Tweens a Transform's position to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition to the given value, while also applying a jump effect along the Y axis. + Returns a Sequence instead of a Tweener. + Also stores the transform as the tween's target so it can be used for filtered operations + The end value to reach + Power of the jump (the max height of the jump is represented by this plus the final Y offset) + Total number of jumps + The duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's position through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoints to go through + The duration of the tween + The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + Tweens a Transform's localPosition through the given path waypoints, using the chosen path algorithm. + Also stores the transform as the tween's target so it can be used for filtered operations + The waypoint to go through + The duration of the tween + The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + The path mode: 3D, side-scroller 2D, top-down 2D + The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + The color of the path (shown when gizmos are active in the Play panel and the tween is running) + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's position via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + IMPORTANT: Unless you really know what you're doing, you should use the overload that accepts a Vector3 array instead. + Tweens a Transform's localPosition via the given path. + Also stores the transform as the tween's target so it can be used for filtered operations + The path to use + The duration of the tween + The path mode: 3D, side-scroller 2D, top-down 2D + + + Tweens a Tween's timeScale to the given value. + Also stores the Tween as the tween's target so it can be used for filtered operations + The end value to reachThe duration of the tween + + + Tweens a Light's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Light as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's color to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween toThe duration of the tween + + + Tweens a Material's named color property to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween to + The name of the material property to tween (like _Tint or _SpecColor) + The duration of the tween + + + Tweens a Material's named color property with the given ID to the given value, + in a way that allows other DOBlendableColor tweens to work together on the same target, + instead than fight each other as multiple DOColor would do. + Also stores the Material as the tween's target so it can be used for filtered operations + The value to tween to + The ID of the material property to tween (also called nameID in Unity's manual) + The duration of the tween + + + Tweens a Transform's position BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + Tweens a Transform's localPosition BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableMove tweens to work together on the same target, + instead than fight each other as multiple DOMove would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + If TRUE the tween will smoothly snap all values to integers + + + EXPERIMENTAL METHOD - Tweens a Transform's rotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + EXPERIMENTAL METHOD - Tweens a Transform's lcoalRotation BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableRotate tweens to work together on the same target, + instead than fight each other as multiple DORotate would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + Rotation mode + + + Punches a Transform's localRotation BY the given value and then back to the starting one + as if it was connected to the starting rotation via an elastic. Does it in a way that allows other + DOBlendableRotate tweens to work together on the same target + The punch strength (added to the Transform's current rotation) + The duration of the tween + Indicates how much will the punch vibrate + Represents how much (0 to 1) the vector will go beyond the starting rotation when bouncing backwards. + 1 creates a full oscillation between the punch rotation and the opposite rotation, + while 0 oscillates only between the punch and the start rotation + + + Tweens a Transform's localScale BY the given value (as if you chained a SetRelative), + in a way that allows other DOBlendableScale tweens to work together on the same target, + instead than fight each other as multiple DOScale would do. + Also stores the transform as the tween's target so it can be used for filtered operations + The value to tween byThe duration of the tween + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + Completes all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens completed + (meaning the tweens that don't have infinite loops and were not already complete) + + For Sequences only: if TRUE also internal Sequence callbacks will be fired, + otherwise they will be ignored + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Kills all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens killed. + + If TRUE completes the tween before killing it + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens flipped. + + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Sends to the given position all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + Time position to reach + (if higher than the whole tween duration the tween will simply reach its end) + If TRUE will play the tween after reaching the given position, otherwise it will pause it + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Pauses all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens paused. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays backwards all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Plays forward all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens played. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Restarts all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens restarted. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Smoothly rewinds all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens rewinded. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + + Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + (meaning tweens that were started from this target, or that had this target added as an Id) + and returns the total number of tweens involved. + + + + + This class serves only as a utility class to store tween settings to apply on multiple tweens. + It is in no way needed otherwise, since you can directly apply tween settings to a tween via chaining + + + + A variable you can eventually Clear and reuse when needed, + to avoid instantiating TweenParams objects + + + Creates a new TweenParams object, which you can use to store tween settings + to pass to multiple tweens via myTween.SetAs(myTweenParms) + + + Clears and resets this TweenParams instance using default values, + so it can be reused without instantiating another one + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets an ID for the tween, which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual overshoot or amplitude to use with Back or Elastic easeType (default is 1.70158) + Eventual period to use with Elastic easeType (default is 0) + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function. + If applied to Sequences eases the whole sequence animation + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to the one defined in DOTween.defaultUpdateType (UpdateType.Normal unless changed) + and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update (default or independent) for the tween + The type of update (default: UpdateType.Normal) + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the onStart callback for the tween. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onRewind callback for the tween. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween. + Called when a path tween reaches a new waypoint + + + Sets a delayed startup for the tween. + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + + Methods that extend Tween objects and allow to set their parameters + + + + Sets the autoKill behaviour of the tween to TRUE. + Has no effect if the tween has already started or if it's added to a Sequence + + + Sets the autoKill behaviour of the tween. + Has no effect if the tween has already started or if it's added to a Sequence + If TRUE the tween will be automatically killed when complete + + + Sets an ID for the tween (), which can then be used as a filter with DOTween's static methods. + The ID to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets a string ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via string is 2X faster than using an object as an ID (using the alternate obejct overload) + The string ID to assign to this tween. + + + Sets an int ID for the tween (), which can then be used as a filter with DOTween's static methods. + Filtering via int is 4X faster than via object, 2X faster than via string (using the alternate object/string overloads) + The int ID to assign to this tween. + + + Allows to link this tween to a GameObject + so that it will be automatically killed when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + + + Allows to link this tween to a GameObject and assign a behaviour depending on it. + This will also automatically kill the tween when the GameObject is destroyed. + Has no effect if the tween is added to a Sequence + The link target (unrelated to the target set via SetTarget) + The behaviour to use ( is always evaluated even if you choose another one) + + + Sets the target for the tween, which can then be used as a filter with DOTween's static methods. + IMPORTANT: use it with caution. If you just want to set an ID for the tween use SetId instead. + When using shorcuts the shortcut target is already assigned as the tween's target, + so using this method will overwrite it and prevent shortcut-operations like myTarget.DOPause from working correctly. + The target to assign to this tween. Can be an int, a string, an object or anything else. + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + + + Sets the looping options for the tween. + Has no effect if the tween has already started + Number of cycles to play (-1 for infinite - will be converted to 1 in case the tween is nested in a Sequence) + Loop behaviour type (default: LoopType.Restart) + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + + Eventual overshoot to use with Back or Flash ease (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an intenger and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + + + Sets the ease of the tween. + If applied to Sequences eases the whole sequence animation + Eventual amplitude to use with Elastic easeType or overshoot to use with Flash easeType (default is 1.70158 - 1 for Flash). + In case of Flash ease it must be an integer and sets the total number of flashes that will happen. + Using an even number will complete the tween on the starting value, while an odd one will complete it on the end value. + + Eventual period to use with Elastic or Flash easeType (default is 0). + In case of Flash ease it indicates the power in time of the ease, and must be between -1 and 1. + 0 is balanced, 1 weakens the ease with time, -1 starts the ease weakened and gives it power towards the end. + + + + Sets the ease of the tween using an AnimationCurve. + If applied to Sequences eases the whole sequence animation + + + Sets the ease of the tween using a custom ease function (which must return a value between 0 and 1). + If applied to Sequences eases the whole sequence animation + + + Allows the tween to be recycled after being killed. + + + Sets the recycling behaviour for the tween. + If TRUE the tween will be recycled after being killed, otherwise it will be destroyed. + + + Sets the update type to UpdateType.Normal and lets you choose if it should be independent from Unity's Time.timeScale + If TRUE the tween will ignore Unity's Time.timeScale + + + Sets the type of update for the tween + The type of update (defalt: UpdateType.Normal) + + + Sets the type of update for the tween and lets you choose if it should be independent from Unity's Time.timeScale + The type of update + If TRUE the tween will ignore Unity's Time.timeScale + + + EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + Has no effect if the tween has already started or if it's added to a Sequence + + + EXPERIMENTAL: inverts this tween, so that it will play from the end to the beginning + (playing it backwards will actually play it from the beginning to the end). + Has no effect if the tween has already started or if it's added to a Sequence + If TRUE the tween will be inverted, otherwise it won't + + + Sets the onStart callback for the tween, clearing any previous onStart callback that was set. + Called the first time the tween is set in a playing state, after any eventual delay + + + Sets the onPlay callback for the tween, clearing any previous onPlay callback that was set. + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Sets the onPause callback for the tween, clearing any previous onPause callback that was set. + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Sets the onRewind callback for the tween, clearing any previous onRewind callback that was set. + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Sets the onUpdate callback for the tween, clearing any previous onUpdate callback that was set. + Called each time the tween updates + + + Sets the onStepComplete callback for the tween, clearing any previous onStepComplete callback that was set. + Called the moment the tween completes one loop cycle, even when going backwards + + + Sets the onComplete callback for the tween, clearing any previous onComplete callback that was set. + Called the moment the tween reaches its final forward position, loops included + + + Sets the onKill callback for the tween, clearing any previous onKill callback that was set. + Called the moment the tween is killed + + + Sets the onWaypointChange callback for the tween, clearing any previous onWaypointChange callback that was set. + Called when a path tween's current waypoint changes + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given one. + Doesn't copy specific SetOptions settings: those will need to be applied manually each time. + Has no effect if the tween has already started. + NOTE: the tween's target will not be changed + Tween from which to copy the parameters + + + Sets the parameters of the tween (id, ease, loops, delay, timeScale, callbacks, etc) as the parameters of the given TweenParams. + Has no effect if the tween has already started. + TweenParams from which to copy the parameters + + + Adds the given tween to the end of the Sequence. + Has no effect if the Sequence has already started + The tween to append + + + Adds the given tween to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The tween to prepend + + + Inserts the given tween at the same time position of the last tween, callback or interval added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started + + + Inserts the given tween at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the tween will be placed + The tween to insert + + + Adds the given interval to the end of the Sequence. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given interval to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The interval duration + + + Adds the given callback to the end of the Sequence. + Has no effect if the Sequence has already started + The callback to append + + + Adds the given callback to the beginning of the Sequence, pushing forward the other nested content. + Has no effect if the Sequence has already started + The callback to prepend + + + Inserts the given callback at the same time position of the last tween, callback or interval added to the Sequence. + Note that, in case of a Join after an interval, the insertion time will be the time where the interval starts, not where it finishes. + Has no effect if the Sequence has already started + /// <param name="callback">The callback to prepend</param> + + + Inserts the given callback at the given time position in the Sequence, + automatically adding an interval if needed. + Has no effect if the Sequence has already started + The time position where the callback will be placed + The callback to insert + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + + + Changes a TO tween into a FROM tween: sets the current target's position as the tween's endValue + then immediately sends the target to the previously set endValue. + If TRUE the FROM value will be calculated as relative to the current one + + + Changes a TO tween into a FROM tween: sets the current value of the target as the endValue, + and the previously passed endValue as the actual startValue. + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM value will be calculated as relative to the current one + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Alpha value to start from (in case of Fade tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Changes a TO tween into a FROM tween: sets the tween's starting value to the given one + and eventually sets the tween's target to that value immediately. + Value to start from (in case of Vector tweens that act on a single coordinate or scale tweens) + If TRUE sets the target to from value immediately, otherwise waits for the tween to start + If TRUE the FROM/TO values will be calculated as relative to the current ones + + + Sets a delayed startup for the tween. + In case of Sequences behaves the same as , + which means the delay will repeat in case of loops (while with tweens it's ignored after the first loop cycle). + Has no effect if the tween has already started + + + EXPERIMENTAL: implemented in v1.2.340. + Sets a delayed startup for the tween with options to choose how the delay is applied in case of Sequences. + Has no effect if the tween has already started + Only used by types: If FALSE sets the delay as a one-time occurrence + (defaults to this for types), + otherwise as a Sequence interval which will repeat at the beginning of every loop cycle + + + Sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isRelative is TRUE sets the tween as relative + (the endValue will be calculated as startValue + endValue instead than being used directly). + Has no effect on Sequences or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + If isSpeedBased is TRUE sets the tween as speed based + (the duration will represent the number of units the tween moves x second). + Has no effect on Sequences, nested tweens, or if the tween has already started + + + Options for float tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector2 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + Selecting an axis will tween the vector only on that axis, leaving the others untouched + If TRUE the tween will smoothly snap all values to integers + + + Options for Quaternion tweens + If TRUE (default) the rotation will take the shortest route, and will not rotate more than 360°. + If FALSE the rotation will be fully accounted. Is always FALSE if the tween is set as relative + + + Options for Color tweens + If TRUE only the alpha value of the color will be tweened + + + Options for Vector4 tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector4 tweens + If TRUE, rich text will be interpreted correctly while animated, + otherwise all tags will be considered as normal text + The type of scramble to use, if any + A string containing the characters to use for scrambling. + Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + Leave it to NULL to use default ones + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for Vector3Array tweens + If TRUE the tween will smoothly snap all values to integers + + + Options for ShapeCircle tweens + If TRUE the center you set in the DOTween.To method will be considered as relative + to the starting position of the target + If TRUE the tween will smoothly snap all values to integers + + + Options for Path tweens (created via the DOPath shortcut) + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Options for Path tweens (created via the DOPath shortcut) + If TRUE the path will be automatically closed + The eventual movement axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + The eventual rotation axis to lock. You can input multiple axis if you separate them like this: + AxisConstrain.X | AxisConstraint.Y + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards the given position with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The position to look at + If TRUE doesn't rotate the target along the Z axis + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target towards another transform with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The transform to look at + If TRUE doesn't rotate the target along the Z axis + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the target to the path, with the given lookAhead. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + The eventual direction to consider as "forward". + If left to NULL defaults to the regular forward side of the transform + The vector that defines in which direction up is (default: Vector3.up) + + + Additional LookAt options for Path tweens (created via the DOPath shortcut). + Orients the path with options to keep the Z rotation stable. + Must be chained directly to the tween creation method or to a SetOptions + The percentage of lookAhead to use (0 to 1) + If TRUE doesn't rotate the target along the Z axis + + + + Types of log behaviours + + + + Log only warnings and errors + + + Log warnings, errors and additional infos + + + Log only errors + + + + Indicates either a Tweener or a Sequence + + + + TimeScale for the tween + + + If TRUE the tween will play backwards + + + If TRUE the tween is completely inverted but without playing it backwards + (play backwards will actually play the tween in the original direction) + + + Object ID (usable for filtering with DOTween static methods). Can be anything except a string or an int + (use or for those) + + + String ID (usable for filtering with DOTween static methods). 2X faster than using an object id + + + Int ID (usable for filtering with DOTween static methods). 4X faster than using an object id, 2X faster than using a string id. + Default is -999 so avoid using an ID like that or it will capture all unset intIds + + + Tween target (usable for filtering with DOTween static methods). Automatically set by tween creation shortcuts + + + Called when the tween is set in a playing state, after any eventual delay. + Also called each time the tween resumes playing from a paused state + + + Called when the tween state changes from playing to paused. + If the tween has autoKill set to FALSE, this is called also when the tween reaches completion. + + + Called when the tween is rewinded, + either by calling Rewind or by reaching the start position while playing backwards. + Rewinding a tween that is already rewinded will not fire this callback + + + Called each time the tween updates + + + Called the moment the tween completes one loop cycle + + + Called the moment the tween reaches completion (loops included) + + + Called the moment the tween is killed + + + Called when a path tween's current waypoint changes + + + Tweeners-only (ignored by Sequences), returns TRUE if the tween was set as relative + + + + Set by SetTarget if DOTween's Debug Mode is on (see DOTween Utility Panel -> "Store GameObject's ID" debug option + + + + FALSE when tween is (or should be) despawned - set only by TweenManager + + + Gets and sets the time position (loops included, delays excluded) of the tween + + + Returns TRUE if the tween is set to loop (either a set number of times or infinitely) + + + TRUE after the tween was set in a play state at least once, AFTER any delay is elapsed + + + Time position within a single loop cycle + + + + Animates a single value + + + + Changes the start value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + If bigger than 0 applies it as the new tween duration + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If bigger than 0 applies it as the new tween duration + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new end value + If TRUE the start value will become the current target's value, otherwise it will stay the same + + + Changes the start and end value of a tween and rewinds it (without pausing it). + Has no effect with tweens that are inside Sequences + The new start value + The new end value + If bigger than 0 applies it as the new tween duration + + + + Used internally + + + + + Update type + + + + Updates every frame during Update calls + + + Updates every frame during LateUpdate calls + + + Updates using FixedUpdate calls + + + Updates using manual update calls + +
+
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Has no effect during playMode. + + Eventual callback to call after every update + + + + Stops the update loop and clears the onPreviewUpdated callback. + + If TRUE also resets the tweened objects to their original state. + Note that this works by calling Rewind on all tweens, so it will work correctly + only if you have a single tween type per object and it wasn't killed + If TRUE also kills any cached tween + + + + Readies the tween for editor preview by setting its UpdateType to Manual plus eventual extra settings. + + The tween to ready + If TRUE (recommended) removes all callbacks (OnComplete/Rewind/etc) + If TRUE prevents the tween from being auto-killed at completion + If TRUE starts playing the tween immediately + + + Full major version + first minor version (ex: 2018.1f) + + + Major version + + + First minor version (ex: in 2018.1 it would be 1) + + + + Checks that the given editor texture use the correct import settings, + and applies them if they're incorrect. + + + + + Returns TRUE if setup is required + + + + + Returns TRUE if the file/directory at the given path exists. + + Path, relative to Unity's project folder + + + + + Converts the given project-relative path to a full path, + with backward (\) slashes). + + + + + Converts the given full path to a path usable with AssetDatabase methods + (relative to Unity's project folder, and with the correct Unity forward (/) slashes). + + + + + Connects to a asset. + If the asset already exists at the given path, loads it and returns it. + Otherwise, either returns NULL or automatically creates it before loading and returning it + (depending on the given parameters). + + Asset type + File path (relative to Unity's project folder) + If TRUE and the requested asset doesn't exist, forces its creation + + + + Full path for the given loaded assembly, assembly file included + + + + + Adds the given global define if it's not already present + + + + + Removes the given global define if it's present + + + + + Returns TRUE if the given global define is present in all the + or only in the given , depending on passed parameters. + + + to use. 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a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs new file mode 100644 index 00000000..b5afb244 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs @@ -0,0 +1,198 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +using UnityEngine; +using UnityEngine.Audio; // Required for AudioMixer + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleAudio + { + #region Shortcuts + + #region Audio + + /// Tweens an AudioSource's volume to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations + /// The end value to reach (0 to 1)The duration of the tween + public static TweenerCore DOFade(this AudioSource target, float endValue, float duration) + { + if (endValue < 0) endValue = 0; + else if (endValue > 1) endValue = 1; + TweenerCore t = DOTween.To(() => target.volume, x => target.volume = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an AudioSource's pitch to the given value. + /// Also stores the AudioSource as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOPitch(this AudioSource target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pitch, x => target.pitch = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region AudioMixer + + /// Tweens an AudioMixer's exposed float to the given value. + /// Also stores the AudioMixer as the tween's target so it can be used for filtered operations. + /// Note that you need to manually expose a float in an AudioMixerGroup in order to be able to tween it from an AudioMixer. + /// Name given to the exposed float to set + /// The end value to reachThe duration of the tween + public static TweenerCore DOSetFloat(this AudioMixer target, string floatName, float endValue, float duration) + { + TweenerCore t = DOTween.To(()=> { + float currVal; + target.GetFloat(floatName, out currVal); + return currVal; + }, x=> target.SetFloat(floatName, x), endValue, duration); + t.SetTarget(target); + return t; + } + + #region Operation Shortcuts + + /// + /// Completes all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens completed + /// (meaning the tweens that don't have infinite loops and were not already complete) + /// + /// For Sequences only: if TRUE also internal Sequence callbacks will be fired, + /// otherwise they will be ignored + public static int DOComplete(this AudioMixer target, bool withCallbacks = false) + { + return DOTween.Complete(target, withCallbacks); + } + + /// + /// Kills all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens killed. + /// + /// If TRUE completes the tween before killing it + public static int DOKill(this AudioMixer target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + /// + /// Flips the direction (backwards if it was going forward or viceversa) of all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens flipped. + /// + public static int DOFlip(this AudioMixer target) + { + return DOTween.Flip(target); + } + + /// + /// Sends to the given position all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens involved. + /// + /// Time position to reach + /// (if higher than the whole tween duration the tween will simply reach its end) + /// If TRUE will play the tween after reaching the given position, otherwise it will pause it + public static int DOGoto(this AudioMixer target, float to, bool andPlay = false) + { + return DOTween.Goto(target, to, andPlay); + } + + /// + /// Pauses all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens paused. + /// + public static int DOPause(this AudioMixer target) + { + return DOTween.Pause(target); + } + + /// + /// Plays all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlay(this AudioMixer target) + { + return DOTween.Play(target); + } + + /// + /// Plays backwards all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlayBackwards(this AudioMixer target) + { + return DOTween.PlayBackwards(target); + } + + /// + /// Plays forward all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens played. + /// + public static int DOPlayForward(this AudioMixer target) + { + return DOTween.PlayForward(target); + } + + /// + /// Restarts all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens restarted. + /// + public static int DORestart(this AudioMixer target) + { + return DOTween.Restart(target); + } + + /// + /// Rewinds all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens rewinded. + /// + public static int DORewind(this AudioMixer target) + { + return DOTween.Rewind(target); + } + + /// + /// Smoothly rewinds all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens rewinded. + /// + public static int DOSmoothRewind(this AudioMixer target) + { + return DOTween.SmoothRewind(target); + } + + /// + /// Toggles the paused state (plays if it was paused, pauses if it was playing) of all tweens that have this target as a reference + /// (meaning tweens that were started from this target, or that had this target added as an Id) + /// and returns the total number of tweens involved. + /// + public static int DOTogglePause(this AudioMixer target) + { + return DOTween.TogglePause(target); + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta new file mode 100644 index 00000000..50aa010f --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleAudio.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b766d08851589514b97afb23c6f30a70 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs new file mode 100644 index 00000000..743ef0ab --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs @@ -0,0 +1,146 @@ +using UnityEngine; + +#if false || EPO_DOTWEEN // MODULE_MARKER + +using EPOOutline; +using DG.Tweening.Plugins.Options; +using DG.Tweening; +using DG.Tweening.Core; + +namespace DG.Tweening +{ + public static class DOTweenModuleEPOOutline + { + public static int DOKill(this SerializedPass target, bool complete) + { + return DOTween.Kill(target, complete); + } + + public static TweenerCore DOFloat(this SerializedPass target, string propertyName, float endValue, float duration) + { + var tweener = DOTween.To(() => target.GetFloat(propertyName), x => target.SetFloat(propertyName, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFade(this SerializedPass target, string propertyName, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOColor(this SerializedPass target, string propertyName, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.GetColor(propertyName), x => target.SetColor(propertyName, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOVector(this SerializedPass target, string propertyName, Vector4 endValue, float duration) + { + var tweener = DOTween.To(() => target.GetVector(propertyName), x => target.SetVector(propertyName, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFloat(this SerializedPass target, int propertyId, float endValue, float duration) + { + var tweener = DOTween.To(() => target.GetFloat(propertyId), x => target.SetFloat(propertyId, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOFade(this SerializedPass target, int propertyId, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + public static TweenerCore DOColor(this SerializedPass target, int propertyId, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.GetColor(propertyId), x => target.SetColor(propertyId, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static TweenerCore DOVector(this SerializedPass target, int propertyId, Vector4 endValue, float duration) + { + var tweener = DOTween.To(() => target.GetVector(propertyId), x => target.SetVector(propertyId, x), endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + public static int DOKill(this Outlinable.OutlineProperties target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + public static int DOKill(this Outliner target, bool complete = false) + { + return DOTween.Kill(target, complete); + } + + /// + /// Controls the alpha (transparency) of the outline + /// + public static TweenerCore DOFade(this Outlinable.OutlineProperties target, float endValue, float duration) + { + var tweener = DOTween.ToAlpha(() => target.Color, x => target.Color = x, endValue, duration); + tweener.SetOptions(true).SetTarget(target); + return tweener; + } + + /// + /// Controls the color of the outline + /// + public static TweenerCore DOColor(this Outlinable.OutlineProperties target, Color endValue, float duration) + { + var tweener = DOTween.To(() => target.Color, x => target.Color = x, endValue, duration); + tweener.SetOptions(false).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of blur applied to the outline + /// + public static TweenerCore DOBlurShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of blur applied to the outline + /// + public static TweenerCore DOBlurShift(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.BlurShift, x => target.BlurShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of dilation applied to the outline + /// + public static TweenerCore DODilateShift(this Outlinable.OutlineProperties target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + + /// + /// Controls the amount of dilation applied to the outline + /// + public static TweenerCore DODilateShift(this Outliner target, float endValue, float duration, bool snapping = false) + { + var tweener = DOTween.To(() => target.DilateShift, x => target.DilateShift = x, endValue, duration); + tweener.SetOptions(snapping).SetTarget(target); + return tweener; + } + } +} +#endif diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta new file mode 100644 index 00000000..4b8991f5 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleEPOOutline.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e944529dcaee98f4e9498d80e541d93e +timeCreated: 1602593330 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs new file mode 100644 index 00000000..6e1469eb --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs @@ -0,0 +1,216 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; +using UnityEngine; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModulePhysics + { + #region Shortcuts + + #region Rigidbody + + /// Tweens a Rigidbody's position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this Rigidbody target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's X position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveX(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's Y position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveY(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's Z position to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveZ(this Rigidbody target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody's rotation to the given value. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// Rotation mode + public static TweenerCore DORotate(this Rigidbody target, Vector3 endValue, float duration, RotateMode mode = RotateMode.Fast) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + t.plugOptions.rotateMode = mode; + return t; + } + + /// Tweens a Rigidbody's rotation so that it will look towards the given position. + /// Also stores the rigidbody as the tween's target so it can be used for filtered operations + /// The position to look atThe duration of the tween + /// Eventual axis constraint for the rotation + /// The vector that defines in which direction up is (default: Vector3.up) + public static TweenerCore DOLookAt(this Rigidbody target, Vector3 towards, float duration, AxisConstraint axisConstraint = AxisConstraint.None, Vector3? up = null) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, towards, duration) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetLookAt); + t.plugOptions.axisConstraint = axisConstraint; + t.plugOptions.up = (up == null) ? Vector3.up : (Vector3)up; + return t; + } + + #region Special + + /// Tweens a Rigidbody's position to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Sequence DOJump(this Rigidbody target, Vector3 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.position, target.MovePosition, new Vector3(0, jumpPower, 0), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(() => startPosY = target.position.y); + s.Append(DOTween.To(() => target.position, target.MovePosition, new Vector3(endValue.x, 0, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(DOTween.To(() => target.position, target.MovePosition, new Vector3(0, 0, endValue.z), duration) + .SetOptions(AxisConstraint.Z, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + yTween.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector3 pos = target.position; + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); + target.MovePosition(pos); + }); + return s; + } + + /// Tweens a Rigidbody's position through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations. + /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOPath. + /// The waypoints to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOPath( + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, new Path(pathType, path, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + return t; + } + /// Tweens a Rigidbody's localPosition through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody as the tween's target so it can be used for filtered operations + /// NOTE: to tween a rigidbody correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOLocalPath. + /// The waypoint to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOLocalPath( + this Rigidbody target, Vector3[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path + internal static TweenerCore DOPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, target.MovePosition, path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + return t; + } + internal static TweenerCore DOLocalPath( + this Rigidbody target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta new file mode 100644 index 00000000..0ce0d755 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: dae9aa560b4242648a3affa2bfabc365 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs new file mode 100644 index 00000000..d6680037 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs @@ -0,0 +1,193 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using DG.Tweening.Core; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; +using UnityEngine; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModulePhysics2D + { + #region Shortcuts + + #region Rigidbody2D Shortcuts + + /// Tweens a Rigidbody2D's position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMove(this Rigidbody2D target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's X position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveX(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's Y position to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMoveY(this Rigidbody2D target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.position, target.MovePosition, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// Tweens a Rigidbody2D's rotation to the given value. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DORotate(this Rigidbody2D target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.rotation, target.MoveRotation, endValue, duration); + t.SetTarget(target); + return t; + } + + #region Special + + /// Tweens a Rigidbody2D's position to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. + /// IMPORTANT: a rigidbody2D can't be animated in a jump arc using MovePosition, so the tween will directly set the position + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Sequence DOJump(this Rigidbody2D target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.position, x => target.position = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(() => startPosY = target.position.y); + s.Append(DOTween.To(() => target.position, x => target.position = x, new Vector2(endValue.x, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + yTween.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector3 pos = target.position; + pos.y += DOVirtual.EasedValue(0, offsetY, yTween.ElapsedPercentage(), Ease.OutQuad); + target.MovePosition(pos); + }); + return s; + } + + /// Tweens a Rigidbody2D's position through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations. + /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOPath. + /// The waypoints to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path (useless in case of Linear paths): higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOPath( + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + int len = path.Length; + Vector3[] path3D = new Vector3[len]; + for (int i = 0; i < len; ++i) path3D[i] = path[i]; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), new Path(pathType, path3D, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + return t; + } + /// Tweens a Rigidbody2D's localPosition through the given path waypoints, using the chosen path algorithm. + /// Also stores the Rigidbody2D as the tween's target so it can be used for filtered operations + /// NOTE: to tween a Rigidbody2D correctly it should be set to kinematic at least while being tweened. + /// BEWARE: doesn't work on Windows Phone store (waiting for Unity to fix their own bug). + /// If you plan to publish there you should use a regular transform.DOLocalPath. + /// The waypoint to go through + /// The duration of the tween + /// The type of path: Linear (straight path), CatmullRom (curved CatmullRom path) or CubicBezier (curved with control points) + /// The path mode: 3D, side-scroller 2D, top-down 2D + /// The resolution of the path: higher resolutions make for more detailed curved paths but are more expensive. + /// Defaults to 10, but a value of 5 is usually enough if you don't have dramatic long curves between waypoints + /// The color of the path (shown when gizmos are active in the Play panel and the tween is running) + public static TweenerCore DOLocalPath( + this Rigidbody2D target, Vector2[] path, float duration, PathType pathType = PathType.Linear, + PathMode pathMode = PathMode.Full3D, int resolution = 10, Color? gizmoColor = null + ) + { + if (resolution < 1) resolution = 1; + int len = path.Length; + Vector3[] path3D = new Vector3[len]; + for (int i = 0; i < len; ++i) path3D[i] = path[i]; + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), new Path(pathType, path3D, resolution, gizmoColor), duration) + .SetTarget(target).SetUpdate(UpdateType.Fixed); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + // Used by path editor when creating the actual tween, so it can pass a pre-compiled path + internal static TweenerCore DOPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + TweenerCore t = DOTween.To(PathPlugin.Get(), () => target.position, x => target.MovePosition(x), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + return t; + } + internal static TweenerCore DOLocalPath( + this Rigidbody2D target, Path path, float duration, PathMode pathMode = PathMode.Full3D + ) + { + Transform trans = target.transform; + TweenerCore t = DOTween.To(PathPlugin.Get(), () => trans.localPosition, x => target.MovePosition(trans.parent == null ? x : trans.parent.TransformPoint(x)), path, duration) + .SetTarget(target); + + t.plugOptions.isRigidbody2D = true; + t.plugOptions.mode = pathMode; + t.plugOptions.useLocalPosition = true; + return t; + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta new file mode 100644 index 00000000..ca9ed299 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModulePhysics2D.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 230fe34542e175245ba74b4659dae700 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs new file mode 100644 index 00000000..0efebb31 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs @@ -0,0 +1,93 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER +using System; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleSprite + { + #region Shortcuts + + #region SpriteRenderer + + /// Tweens a SpriteRenderer's color to the given value. + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this SpriteRenderer target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Material's alpha color to the given value. + /// Also stores the spriteRenderer as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this SpriteRenderer target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a SpriteRenderer's color using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to useThe duration of the tween + public static Sequence DOGradientColor(this SpriteRenderer target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region Blendables + + #region SpriteRenderer + + /// Tweens a SpriteRenderer's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the SpriteRenderer as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this SpriteRenderer target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #endregion + + #endregion + } +} +#endif diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta new file mode 100644 index 00000000..a0c67c42 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleSprite.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 188918ab119d93148aa0de59ccf5286b +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs new file mode 100644 index 00000000..6322b3af --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs @@ -0,0 +1,662 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +#if true // MODULE_MARKER + +using System; +using System.Globalization; +using UnityEngine; +using UnityEngine.UI; +using DG.Tweening.Core; +using DG.Tweening.Core.Enums; +using DG.Tweening.Plugins; +using DG.Tweening.Plugins.Options; +using Outline = UnityEngine.UI.Outline; +using Text = UnityEngine.UI.Text; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + public static class DOTweenModuleUI + { + #region Shortcuts + + #region CanvasGroup + + /// Tweens a CanvasGroup's alpha color to the given value. + /// Also stores the canvasGroup as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this CanvasGroup target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.alpha, x => target.alpha = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Graphic + + /// Tweens an Graphic's color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Graphic target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Graphic's alpha color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Graphic target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region Image + + /// Tweens an Image's color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Image target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Image's alpha color to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Image target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Image's fillAmount to the given value. + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The end value to reach (0 to 1)The duration of the tween + public static TweenerCore DOFillAmount(this Image target, float endValue, float duration) + { + if (endValue > 1) endValue = 1; + else if (endValue < 0) endValue = 0; + TweenerCore t = DOTween.To(() => target.fillAmount, x => target.fillAmount = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens an Image's colors using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to useThe duration of the tween + public static Sequence DOGradientColor(this Image target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region LayoutElement + + /// Tweens an LayoutElement's flexibleWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOFlexibleSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.flexibleWidth, target.flexibleHeight), x => { + target.flexibleWidth = x.x; + target.flexibleHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens an LayoutElement's minWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOMinSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.minWidth, target.minHeight), x => { + target.minWidth = x.x; + target.minHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens an LayoutElement's preferredWidth/Height to the given value. + /// Also stores the LayoutElement as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOPreferredSize(this LayoutElement target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => new Vector2(target.preferredWidth, target.preferredHeight), x => { + target.preferredWidth = x.x; + target.preferredHeight = x.y; + }, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + #endregion + + #region Outline + + /// Tweens a Outline's effectColor to the given value. + /// Also stores the Outline as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Outline target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Outline's effectColor alpha to the given value. + /// Also stores the Outline as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Outline target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.effectColor, x => target.effectColor = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Outline's effectDistance to the given value. + /// Also stores the Outline as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOScale(this Outline target, Vector2 endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.effectDistance, x => target.effectDistance = x, endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region RectTransform + + /// Tweens a RectTransform's anchoredPosition to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition X to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPosX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition Y to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPosY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's anchoredPosition3D to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3D(this RectTransform target, Vector3 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition3D X to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DX(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(endValue, 0, 0), duration); + t.SetOptions(AxisConstraint.X, snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition3D Y to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DY(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, endValue, 0), duration); + t.SetOptions(AxisConstraint.Y, snapping).SetTarget(target); + return t; + } + /// Tweens a RectTransform's anchoredPosition3D Z to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorPos3DZ(this RectTransform target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchoredPosition3D, x => target.anchoredPosition3D = x, new Vector3(0, 0, endValue), duration); + t.SetOptions(AxisConstraint.Z, snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's anchorMax to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorMax(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchorMax, x => target.anchorMax = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's anchorMin to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOAnchorMin(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.anchorMin, x => target.anchorMin = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's pivot to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivot(this RectTransform target, Vector2 endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, endValue, duration); + t.SetTarget(target); + return t; + } + /// Tweens a RectTransform's pivot X to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivotX(this RectTransform target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(endValue, 0), duration); + t.SetOptions(AxisConstraint.X).SetTarget(target); + return t; + } + /// Tweens a RectTransform's pivot Y to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOPivotY(this RectTransform target, float endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.pivot, x => target.pivot = x, new Vector2(0, endValue), duration); + t.SetOptions(AxisConstraint.Y).SetTarget(target); + return t; + } + + /// Tweens a RectTransform's sizeDelta to the given value. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOSizeDelta(this RectTransform target, Vector2 endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.sizeDelta, x => target.sizeDelta = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + /// Punches a RectTransform's anchoredPosition towards the given direction and then back to the starting one + /// as if it was connected to the starting position via an elastic. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The direction and strength of the punch (added to the RectTransform's current position) + /// The duration of the tween + /// Indicates how much will the punch vibrate + /// Represents how much (0 to 1) the vector will go beyond the starting position when bouncing backwards. + /// 1 creates a full oscillation between the punch direction and the opposite direction, + /// while 0 oscillates only between the punch and the start position + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DOPunchAnchorPos(this RectTransform target, Vector2 punch, float duration, int vibrato = 10, float elasticity = 1, bool snapping = false) + { + return DOTween.Punch(() => target.anchoredPosition, x => target.anchoredPosition = x, punch, duration, vibrato, elasticity) + .SetTarget(target).SetOptions(snapping); + } + + /// Shakes a RectTransform's anchoredPosition with the given values. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The duration of the tween + /// The shake strength + /// Indicates how much will the shake vibrate + /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + /// Setting it to 0 will shake along a single direction. + /// If TRUE the tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, float strength = 100, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, true, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + /// Shakes a RectTransform's anchoredPosition with the given values. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The duration of the tween + /// The shake strength on each axis + /// Indicates how much will the shake vibrate + /// Indicates how much the shake will be random (0 to 180 - values higher than 90 kind of suck, so beware). + /// Setting it to 0 will shake along a single direction. + /// If TRUE the tween will smoothly snap all values to integers + /// If TRUE the shake will automatically fadeOut smoothly within the tween's duration, otherwise it will not + /// Randomness mode + public static Tweener DOShakeAnchorPos(this RectTransform target, float duration, Vector2 strength, int vibrato = 10, float randomness = 90, bool snapping = false, bool fadeOut = true, ShakeRandomnessMode randomnessMode = ShakeRandomnessMode.Full) + { + return DOTween.Shake(() => target.anchoredPosition, x => target.anchoredPosition = x, duration, strength, vibrato, randomness, fadeOut, randomnessMode) + .SetTarget(target).SetSpecialStartupMode(SpecialStartupMode.SetShake).SetOptions(snapping); + } + + #region Special + + /// Tweens a RectTransform's anchoredPosition to the given value, while also applying a jump effect along the Y axis. + /// Returns a Sequence instead of a Tweener. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations + /// The end value to reach + /// Power of the jump (the max height of the jump is represented by this plus the final Y offset) + /// Total number of jumps + /// The duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Sequence DOJumpAnchorPos(this RectTransform target, Vector2 endValue, float jumpPower, int numJumps, float duration, bool snapping = false) + { + if (numJumps < 1) numJumps = 1; + float startPosY = 0; + float offsetY = -1; + bool offsetYSet = false; + + // Separate Y Tween so we can elaborate elapsedPercentage on that insted of on the Sequence + // (in case users add a delay or other elements to the Sequence) + Sequence s = DOTween.Sequence(); + Tween yTween = DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(0, jumpPower), duration / (numJumps * 2)) + .SetOptions(AxisConstraint.Y, snapping).SetEase(Ease.OutQuad).SetRelative() + .SetLoops(numJumps * 2, LoopType.Yoyo) + .OnStart(()=> startPosY = target.anchoredPosition.y); + s.Append(DOTween.To(() => target.anchoredPosition, x => target.anchoredPosition = x, new Vector2(endValue.x, 0), duration) + .SetOptions(AxisConstraint.X, snapping).SetEase(Ease.Linear) + ).Join(yTween) + .SetTarget(target).SetEase(DOTween.defaultEaseType); + s.OnUpdate(() => { + if (!offsetYSet) { + offsetYSet = true; + offsetY = s.isRelative ? endValue.y : endValue.y - startPosY; + } + Vector2 pos = target.anchoredPosition; + pos.y += DOVirtual.EasedValue(0, offsetY, s.ElapsedDirectionalPercentage(), Ease.OutQuad); + target.anchoredPosition = pos; + }); + return s; + } + + #endregion + + #endregion + + #region ScrollRect + + /// Tweens a ScrollRect's horizontal/verticalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DONormalizedPos(this ScrollRect target, Vector2 endValue, float duration, bool snapping = false) + { + return DOTween.To(() => new Vector2(target.horizontalNormalizedPosition, target.verticalNormalizedPosition), + x => { + target.horizontalNormalizedPosition = x.x; + target.verticalNormalizedPosition = x.y; + }, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + /// Tweens a ScrollRect's horizontalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DOHorizontalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false) + { + return DOTween.To(() => target.horizontalNormalizedPosition, x => target.horizontalNormalizedPosition = x, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + /// Tweens a ScrollRect's verticalNormalizedPosition to the given value. + /// Also stores the ScrollRect as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static Tweener DOVerticalNormalizedPos(this ScrollRect target, float endValue, float duration, bool snapping = false) + { + return DOTween.To(() => target.verticalNormalizedPosition, x => target.verticalNormalizedPosition = x, endValue, duration) + .SetOptions(snapping).SetTarget(target); + } + + #endregion + + #region Slider + + /// Tweens a Slider's value to the given value. + /// Also stores the Slider as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOValue(this Slider target, float endValue, float duration, bool snapping = false) + { + TweenerCore t = DOTween.To(() => target.value, x => target.value = x, endValue, duration); + t.SetOptions(snapping).SetTarget(target); + return t; + } + + #endregion + + #region Text + + /// Tweens a Text's color to the given value. + /// Also stores the Text as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOColor(this Text target, Color endValue, float duration) + { + TweenerCore t = DOTween.To(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// + /// Tweens a Text's text from one integer to another, with options for thousands separators + /// + /// The value to start from + /// The end value to reach + /// The duration of the tween + /// If TRUE (default) also adds thousands separators + /// The to use (InvariantCulture if NULL) + public static TweenerCore DOCounter( + this Text target, int fromValue, int endValue, float duration, bool addThousandsSeparator = true, CultureInfo culture = null + ){ + int v = fromValue; + CultureInfo cInfo = !addThousandsSeparator ? null : culture ?? CultureInfo.InvariantCulture; + TweenerCore t = DOTween.To(() => v, x => { + v = x; + target.text = addThousandsSeparator + ? v.ToString("N0", cInfo) + : v.ToString(); + }, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Text's alpha color to the given value. + /// Also stores the Text as the tween's target so it can be used for filtered operations + /// The end value to reachThe duration of the tween + public static TweenerCore DOFade(this Text target, float endValue, float duration) + { + TweenerCore t = DOTween.ToAlpha(() => target.color, x => target.color = x, endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Text's text to the given value. + /// Also stores the Text as the tween's target so it can be used for filtered operations + /// The end string to tween toThe duration of the tween + /// If TRUE (default), rich text will be interpreted correctly while animated, + /// otherwise all tags will be considered as normal text + /// The type of scramble mode to use, if any + /// A string containing the characters to use for scrambling. + /// Use as many characters as possible (minimum 10) because DOTween uses a fast scramble mode which gives better results with more characters. + /// Leave it to NULL (default) to use default ones + public static TweenerCore DOText(this Text target, string endValue, float duration, bool richTextEnabled = true, ScrambleMode scrambleMode = ScrambleMode.None, string scrambleChars = null) + { + if (endValue == null) { + if (Debugger.logPriority > 0) Debugger.LogWarning("You can't pass a NULL string to DOText: an empty string will be used instead to avoid errors"); + endValue = ""; + } + TweenerCore t = DOTween.To(() => target.text, x => target.text = x, endValue, duration); + t.SetOptions(richTextEnabled, scrambleMode, scrambleChars) + .SetTarget(target); + return t; + } + + #endregion + + #region Blendables + + #region Graphic + + /// Tweens a Graphic's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Graphic as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this Graphic target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #region Image + + /// Tweens a Image's color to the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Image as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this Image target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #region Text + + /// Tweens a Text's color BY the given value, + /// in a way that allows other DOBlendableColor tweens to work together on the same target, + /// instead than fight each other as multiple DOColor would do. + /// Also stores the Text as the tween's target so it can be used for filtered operations + /// The value to tween toThe duration of the tween + public static Tweener DOBlendableColor(this Text target, Color endValue, float duration) + { + endValue = endValue - target.color; + Color to = new Color(0, 0, 0, 0); + return DOTween.To(() => to, x => { + Color diff = x - to; + to = x; + target.color += diff; + }, endValue, duration) + .Blendable().SetTarget(target); + } + + #endregion + + #endregion + + #region Shapes + + /// Tweens a RectTransform's anchoredPosition so that it draws a circle around the given center. + /// Also stores the RectTransform as the tween's target so it can be used for filtered operations. + /// IMPORTANT: SetFrom(value) requires a instead of a float, where the X property represents the "from degrees value" + /// Circle-center/pivot around which to rotate (in UI anchoredPosition coordinates) + /// The end value degrees to reach (to rotate counter-clockwise pass a negative value) + /// The duration of the tween + /// If TRUE the coordinates will be considered as relative to the target's current anchoredPosition + /// If TRUE the tween will smoothly snap all values to integers + public static TweenerCore DOShapeCircle( + this RectTransform target, Vector2 center, float endValueDegrees, float duration, bool relativeCenter = false, bool snapping = false + ) + { + TweenerCore t = DOTween.To( + CirclePlugin.Get(), () => target.anchoredPosition, x => target.anchoredPosition = x, center, duration + ); + t.SetOptions(endValueDegrees, relativeCenter, snapping).SetTarget(target); + return t; + } + + #endregion + + #endregion + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class Utils + { + /// + /// Converts the anchoredPosition of the first RectTransform to the second RectTransform, + /// taking into consideration offset, anchors and pivot, and returns the new anchoredPosition + /// + public static Vector2 SwitchToRectTransform(RectTransform from, RectTransform to) + { + Vector2 localPoint; + Vector2 fromPivotDerivedOffset = new Vector2(from.rect.width * 0.5f + from.rect.xMin, from.rect.height * 0.5f + from.rect.yMin); + Vector2 screenP = RectTransformUtility.WorldToScreenPoint(null, from.position); + screenP += fromPivotDerivedOffset; + RectTransformUtility.ScreenPointToLocalPointInRectangle(to, screenP, null, out localPoint); + Vector2 pivotDerivedOffset = new Vector2(to.rect.width * 0.5f + to.rect.xMin, to.rect.height * 0.5f + to.rect.yMin); + return to.anchoredPosition + localPoint - pivotDerivedOffset; + } + } + } +} +#endif diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta new file mode 100644 index 00000000..60d55eff --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUI.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: a060394c03331a64392db53a10e7f2d1 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs new file mode 100644 index 00000000..90498ed3 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs @@ -0,0 +1,389 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +using System; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +//#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) +//using Task = System.Threading.Tasks.Task; +//#endif + +#pragma warning disable 1591 +namespace DG.Tweening +{ + /// + /// Shortcuts/functions that are not strictly related to specific Modules + /// but are available only on some Unity versions + /// + public static class DOTweenModuleUnityVersion + { + #region Material + + /// Tweens a Material's color using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to useThe duration of the tween + public static Sequence DOGradientColor(this Material target, Gradient gradient, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.color = c.color; + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + /// Tweens a Material's named color property using the given gradient + /// (NOTE 1: only uses the colors of the gradient, not the alphas - NOTE 2: creates a Sequence, not a Tweener). + /// Also stores the image as the tween's target so it can be used for filtered operations + /// The gradient to use + /// The name of the material property to tween (like _Tint or _SpecColor) + /// The duration of the tween + public static Sequence DOGradientColor(this Material target, Gradient gradient, string property, float duration) + { + Sequence s = DOTween.Sequence(); + GradientColorKey[] colors = gradient.colorKeys; + int len = colors.Length; + for (int i = 0; i < len; ++i) { + GradientColorKey c = colors[i]; + if (i == 0 && c.time <= 0) { + target.SetColor(property, c.color); + continue; + } + float colorDuration = i == len - 1 + ? duration - s.Duration(false) // Verifies that total duration is correct + : duration * (i == 0 ? c.time : c.time - colors[i - 1].time); + s.Append(target.DOColor(c.color, property, colorDuration).SetEase(Ease.Linear)); + } + s.SetTarget(target); + return s; + } + + #endregion + + #region CustomYieldInstructions + + /// + /// Returns a that waits until the tween is killed or complete. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForCompletion(true); + /// + public static CustomYieldInstruction WaitForCompletion(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForCompletion(t); + } + + /// + /// Returns a that waits until the tween is killed or rewinded. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForRewind(); + /// + public static CustomYieldInstruction WaitForRewind(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForRewind(t); + } + + /// + /// Returns a that waits until the tween is killed. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForKill(); + /// + public static CustomYieldInstruction WaitForKill(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForKill(t); + } + + /// + /// Returns a that waits until the tween is killed or has gone through the given amount of loops. + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForElapsedLoops(2); + /// + /// Elapsed loops to wait for + public static CustomYieldInstruction WaitForElapsedLoops(this Tween t, int elapsedLoops, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForElapsedLoops(t, elapsedLoops); + } + + /// + /// Returns a that waits until the tween is killed + /// or has reached the given time position (loops included, delays excluded). + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForPosition(2.5f); + /// + /// Position (loops included, delays excluded) to wait for + public static CustomYieldInstruction WaitForPosition(this Tween t, float position, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForPosition(t, position); + } + + /// + /// Returns a that waits until the tween is killed or started + /// (meaning when the tween is set in a playing state the first time, after any eventual delay). + /// It can be used inside a coroutine as a yield. + /// Example usage:yield return myTween.WaitForStart(); + /// + public static CustomYieldInstruction WaitForStart(this Tween t, bool returnCustomYieldInstruction) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return null; + } + return new DOTweenCYInstruction.WaitForStart(t); + } + + #endregion + +#if UNITY_2018_1_OR_NEWER + #region Unity 2018.1 or Newer + + #region Material + + /// Tweens a Material's named texture offset property with the given ID to the given value. + /// Also stores the material as the tween's target so it can be used for filtered operations + /// The end value to reach + /// The ID of the material property to tween (also called nameID in Unity's manual) + /// The duration of the tween + public static TweenerCore DOOffset(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore t = DOTween.To(() => target.GetTextureOffset(propertyID), x => target.SetTextureOffset(propertyID, x), endValue, duration); + t.SetTarget(target); + return t; + } + + /// Tweens a Material's named texture scale property with the given ID to the given value. + /// Also stores the material as the tween's target so it can be used for filtered operations + /// The end value to reach + /// The ID of the material property to tween (also called nameID in Unity's manual) + /// The duration of the tween + public static TweenerCore DOTiling(this Material target, Vector2 endValue, int propertyID, float duration) + { + if (!target.HasProperty(propertyID)) { + if (Debugger.logPriority > 0) Debugger.LogMissingMaterialProperty(propertyID); + return null; + } + TweenerCore t = DOTween.To(() => target.GetTextureScale(propertyID), x => target.SetTextureScale(propertyID, x), endValue, duration); + t.SetTarget(target); + return t; + } + + #endregion + + #region .NET 4.6 or Newer + +#if UNITY_2018_1_OR_NEWER && (NET_4_6 || NET_STANDARD_2_0) + + #region Async Instructions + + /// + /// Returns an async that waits until the tween is killed or complete. + /// It can be used inside an async operation. + /// Example usage:await myTween.WaitForCompletion(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForCompletion(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && !t.IsComplete()) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed or rewinded. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForRewind(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForRewind(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0)) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForKill(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForKill(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed or has gone through the given amount of loops. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForElapsedLoops(); + /// + /// Elapsed loops to wait for + public static async System.Threading.Tasks.Task AsyncWaitForElapsedLoops(this Tween t, int elapsedLoops) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && t.CompletedLoops() < elapsedLoops) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed or started + /// (meaning when the tween is set in a playing state the first time, after any eventual delay). + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForPosition(); + /// + /// Position (loops included, delays excluded) to wait for + public static async System.Threading.Tasks.Task AsyncWaitForPosition(this Tween t, float position) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && t.position * (t.CompletedLoops() + 1) < position) await System.Threading.Tasks.Task.Yield(); + } + + /// + /// Returns an async that waits until the tween is killed. + /// It can be used inside an async operation. + /// Example usage:await myTween.AsyncWaitForKill(); + /// + public static async System.Threading.Tasks.Task AsyncWaitForStart(this Tween t) + { + if (!t.active) { + if (Debugger.logPriority > 0) Debugger.LogInvalidTween(t); + return; + } + while (t.active && !t.playedOnce) await System.Threading.Tasks.Task.Yield(); + } + + #endregion +#endif + + #endregion + + #endregion +#endif + } + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ CLASSES █████████████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class DOTweenCYInstruction + { + public class WaitForCompletion : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && !t.IsComplete(); + }} + readonly Tween t; + public WaitForCompletion(Tween tween) + { + t = tween; + } + } + + public class WaitForRewind : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && (!t.playedOnce || t.position * (t.CompletedLoops() + 1) > 0); + }} + readonly Tween t; + public WaitForRewind(Tween tween) + { + t = tween; + } + } + + public class WaitForKill : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active; + }} + readonly Tween t; + public WaitForKill(Tween tween) + { + t = tween; + } + } + + public class WaitForElapsedLoops : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && t.CompletedLoops() < elapsedLoops; + }} + readonly Tween t; + readonly int elapsedLoops; + public WaitForElapsedLoops(Tween tween, int elapsedLoops) + { + t = tween; + this.elapsedLoops = elapsedLoops; + } + } + + public class WaitForPosition : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && t.position * (t.CompletedLoops() + 1) < position; + }} + readonly Tween t; + readonly float position; + public WaitForPosition(Tween tween, float position) + { + t = tween; + this.position = position; + } + } + + public class WaitForStart : CustomYieldInstruction + { + public override bool keepWaiting { get { + return t.active && !t.playedOnce; + }} + readonly Tween t; + public WaitForStart(Tween tween) + { + t = tween; + } + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta new file mode 100644 index 00000000..290189f5 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUnityVersion.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 63c02322328255542995bd02b47b0457 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs new file mode 100644 index 00000000..3d4c786b --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs @@ -0,0 +1,167 @@ +// Author: Daniele Giardini - http://www.demigiant.com +// Created: 2018/07/13 + +using System; +using System.Reflection; +using UnityEngine; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Core.PathCore; +using DG.Tweening.Plugins.Options; + +#pragma warning disable 1591 +namespace DG.Tweening +{ + /// + /// Utility functions that deal with available Modules. + /// Modules defines: + /// - DOTAUDIO + /// - DOTPHYSICS + /// - DOTPHYSICS2D + /// - DOTSPRITE + /// - DOTUI + /// Extra defines set and used for implementation of external assets: + /// - DOTWEEN_TMP ► TextMesh Pro + /// - DOTWEEN_TK2D ► 2D Toolkit + /// + public static class DOTweenModuleUtils + { + static bool _initialized; + + #region Reflection + + /// + /// Called via Reflection by DOTweenComponent on Awake + /// +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static void Init() + { + if (_initialized) return; + + _initialized = true; + DOTweenExternalCommand.SetOrientationOnPath += Physics.SetOrientationOnPath; + +#if UNITY_EDITOR +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 + UnityEditor.EditorApplication.playmodeStateChanged += PlaymodeStateChanged; +#else + UnityEditor.EditorApplication.playModeStateChanged += PlaymodeStateChanged; +#endif +#endif + } + +#if UNITY_2018_1_OR_NEWER +#pragma warning disable + [UnityEngine.Scripting.Preserve] + // Just used to preserve methods when building, never called + static void Preserver() + { + Assembly[] loadedAssemblies = AppDomain.CurrentDomain.GetAssemblies(); + MethodInfo mi = typeof(MonoBehaviour).GetMethod("Stub"); + } +#pragma warning restore +#endif + + #endregion + +#if UNITY_EDITOR + // Fires OnApplicationPause in DOTweenComponent even when Editor is paused (otherwise it's only fired at runtime) +#if UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_5 || UNITY_2017_1 + static void PlaymodeStateChanged() + #else + static void PlaymodeStateChanged(UnityEditor.PlayModeStateChange state) +#endif + { + if (DOTween.instance == null) return; + DOTween.instance.OnApplicationPause(UnityEditor.EditorApplication.isPaused); + } +#endif + + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + // ███ INTERNAL CLASSES ████████████████████████████████████████████████████████████████████████████████████████████████ + // █████████████████████████████████████████████████████████████████████████████████████████████████████████████████████ + + public static class Physics + { + // Called via DOTweenExternalCommand callback + public static void SetOrientationOnPath(PathOptions options, Tween t, Quaternion newRot, Transform trans) + { +#if true // PHYSICS_MARKER + if (options.isRigidbody) ((Rigidbody)t.target).rotation = newRot; + else trans.rotation = newRot; +#else + trans.rotation = newRot; +#endif + } + + // Returns FALSE if the DOTween's Physics2D Module is disabled, or if there's no Rigidbody2D attached + public static bool HasRigidbody2D(Component target) + { +#if true // PHYSICS2D_MARKER + return target.GetComponent() != null; +#else + return false; +#endif + } + + #region Called via Reflection + + + // Called via Reflection by DOTweenPathInspector + // Returns FALSE if the DOTween's Physics Module is disabled, or if there's no rigidbody attached +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static bool HasRigidbody(Component target) + { +#if true // PHYSICS_MARKER + return target.GetComponent() != null; +#else + return false; +#endif + } + + // Called via Reflection by DOTweenPath +#if UNITY_2018_1_OR_NEWER + [UnityEngine.Scripting.Preserve] +#endif + public static TweenerCore CreateDOTweenPathTween( + MonoBehaviour target, bool tweenRigidbody, bool isLocal, Path path, float duration, PathMode pathMode + ){ + TweenerCore t = null; + bool rBodyFoundAndTweened = false; +#if true // PHYSICS_MARKER + if (tweenRigidbody) { + Rigidbody rBody = target.GetComponent(); + if (rBody != null) { + rBodyFoundAndTweened = true; + t = isLocal + ? rBody.DOLocalPath(path, duration, pathMode) + : rBody.DOPath(path, duration, pathMode); + } + } +#endif +#if true // PHYSICS2D_MARKER + if (!rBodyFoundAndTweened && tweenRigidbody) { + Rigidbody2D rBody2D = target.GetComponent(); + if (rBody2D != null) { + rBodyFoundAndTweened = true; + t = isLocal + ? rBody2D.DOLocalPath(path, duration, pathMode) + : rBody2D.DOPath(path, duration, pathMode); + } + } +#endif + if (!rBodyFoundAndTweened) { + t = isLocal + ? target.transform.DOLocalPath(path, duration, pathMode) + : target.transform.DOPath(path, duration, pathMode); + } + return t; + } + + #endregion + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta new file mode 100644 index 00000000..ab62186c --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/Modules/DOTweenModuleUtils.cs.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 7bcaf917d9cf5b84090421a5a2abe42e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/readme.txt b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/readme.txt new file mode 100644 index 00000000..82b7c6cd --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/readme.txt @@ -0,0 +1,29 @@ +DOTween and DOTween Pro are copyright (c) 2014-2018 Daniele Giardini - Demigiant + +// IMPORTANT!!! ///////////////////////////////////////////// +// Upgrading DOTween from versions older than 1.2.000 /////// +// (or DOTween Pro older than 1.0.000) ////////////////////// +------------------------------------------------------------- +If you're upgrading your project from a version of DOTween older than 1.2.000 (or DOTween Pro older than 1.0.000) please follow these instructions carefully. +1) Import the new version in the same folder as the previous one, overwriting old files. A lot of errors will appear but don't worry +2) Close and reopen Unity (and your project). This is fundamental: skipping this step will cause a bloodbath +3) Open DOTween's Utility Panel (Tools > Demigiant > DOTween Utility Panel) if it doesn't open automatically, then press "Setup DOTween...": this will run the upgrade setup +4) From the Add/Remove Modules panel that opens, activate/deactivate Modules for Unity systems and for external assets (Pro version only) + +// GET STARTED ////////////////////////////////////////////// + +- After importing a new DOTween update, select DOTween's Utility Panel from the "Tools/Demigiant" menu (if it doesn't open automatically) and press the "Setup DOTween..." button to activate/deactivate Modules. You can also access a Preferences Tab from there to choose default settings for DOTween. +- In your code, add "using DG.Tweening" to each class where you want to use DOTween. +- You're ready to tween. Check out the links below for full documentation and license info. + + +// LINKS /////////////////////////////////////////////////////// + +DOTween website (documentation, examples, etc): http://dotween.demigiant.com +DOTween license: http://dotween.demigiant.com/license.php +DOTween repository (Google Code): https://code.google.com/p/dotween/ +Demigiant website (documentation, examples, etc): http://www.demigiant.com + +// NOTES ////////////////////////////////////////////////////// + +- DOTween's Utility Panel can be found under "Tools > Demigiant > DOTween Utility Panel" and also contains other useful options, plus a tab to set DOTween's preferences \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/readme.txt.meta b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/readme.txt.meta new file mode 100644 index 00000000..37991656 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Plugins/Demigiant/DOTween/readme.txt.meta @@ -0,0 +1,4 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"GUID:390a2c4058e5c304a87e8be70c84d80b" + "GUID:390a2c4058e5c304a87e8be70c84d80b", + "GUID:085dc26d74e6f994a924d401ea41a5a8" ], "includePlatforms": [], "excludePlatforms": [], diff --git a/AxibugEmuOnline.Client/Assets/Script/Manager/RomLib/RomFile.cs b/AxibugEmuOnline.Client/Assets/Script/Manager/RomLib/RomFile.cs index 5c44b9d6..84c22cc1 100644 --- a/AxibugEmuOnline.Client/Assets/Script/Manager/RomLib/RomFile.cs +++ b/AxibugEmuOnline.Client/Assets/Script/Manager/RomLib/RomFile.cs @@ -15,7 +15,7 @@ namespace AxibugEmuOnline.Client private string fileName; private EnumPlatform platform; - public string LocalFilePath => $"{Application.persistentDataPath}/RemoteRoms/{platform}/{fileName}"; + public string LocalFilePath => $"{CoreSupporter.PersistentDataPath}/RemoteRoms/{platform}/{fileName}"; public bool FileReady => hasLocalFile; public int ID => webData != null ? webData.id : -1; public bool IsDownloading { get; private set; } diff --git a/AxibugEmuOnline.Client/Assets/Script/NesEmulator/CoreSupporter.cs b/AxibugEmuOnline.Client/Assets/Script/NesEmulator/CoreSupporter.cs index 31c63cbd..46ce0f8f 100644 --- a/AxibugEmuOnline.Client/Assets/Script/NesEmulator/CoreSupporter.cs +++ b/AxibugEmuOnline.Client/Assets/Script/NesEmulator/CoreSupporter.cs @@ -8,15 +8,11 @@ namespace AxibugEmuOnline.Client { public class CoreSupporter : ISupporterImpl { - private static string RomDirectoryPath + public static string PersistentDataPath { get { -#if UNITY_EDITOR - return "Assets/StreamingAssets/NES/Roms"; -#else - return $"{Application.streamingAssetsPath}/NES/Roms"; -#endif + return Application.persistentDataPath; } } @@ -38,8 +34,11 @@ namespace AxibugEmuOnline.Client public void GetRomPathInfo(string fname, out string fullPath, out string directPath) { - directPath = RomDirectoryPath; - fullPath = $"{directPath}/{fname}"; + var romFile = AppAxibugEmuOnline.romLib.GetNesRomFile(fname); + UnityEngine.Debug.Assert(romFile != null); + + fullPath = romFile.LocalFilePath; + directPath = Path.GetDirectoryName(fullPath); } public Stream OpenFile_DISKSYS() diff --git a/AxibugEmuOnline.Client/Assets/Script/NesEmulator/VirtuaNesDraw.shader b/AxibugEmuOnline.Client/Assets/Script/NesEmulator/VirtuaNesDraw.shader index 411973be..2fd508a8 100644 --- a/AxibugEmuOnline.Client/Assets/Script/NesEmulator/VirtuaNesDraw.shader +++ b/AxibugEmuOnline.Client/Assets/Script/NesEmulator/VirtuaNesDraw.shader @@ -107,6 +107,8 @@ mapUV.x = lerp(start,end, mapUV.x); + + half4 color = tex2D(_MainTex,mapUV); //float rawIndex = color.b; diff --git a/AxibugEmuOnline.Client/Assets/Script/UI.meta b/AxibugEmuOnline.Client/Assets/Script/UI.meta new file mode 100644 index 00000000..863df57c --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ec193a564ef959149856acf7f8d2e058 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git 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+ m_keyMapper.Add(KeyCode.L, MenuItemController.EnumCommand.Back); + m_keyMapper.Add(KeyCode.I, MenuItemController.EnumCommand.OptionMenu); + + m_keyMapper.Add(KeyCode.LeftArrow, MenuItemController.EnumCommand.SelectItemLeft); + m_keyMapper.Add(KeyCode.RightArrow, MenuItemController.EnumCommand.SelectItemRight); + m_keyMapper.Add(KeyCode.UpArrow, MenuItemController.EnumCommand.SelectItemUp); + m_keyMapper.Add(KeyCode.DownArrow, MenuItemController.EnumCommand.SelectItemDown); + m_keyMapper.Add(KeyCode.Return, MenuItemController.EnumCommand.Enter); + m_keyMapper.Add(KeyCode.Escape, MenuItemController.EnumCommand.Back); + m_keyMapper.Add(KeyCode.RightShift, MenuItemController.EnumCommand.OptionMenu); + m_keyMapper.Add(KeyCode.LeftShift, MenuItemController.EnumCommand.OptionMenu); + } + + private void OnDestroy() + { + Instance = null; + } + + public void RegistController(MenuItemController controller) + { + if (m_register.Contains(controller)) { return; } + + m_register.Add(controller); + } + + public void UnRegistController(MenuItemController menuItemController) + { + m_register.Remove(menuItemController); + } + + private void Update() + { + foreach (var item in m_keyMapper) + { + if (Input.GetKeyDown(item.Key)) + { + for (int i = 0; i < m_register.Count; i++) + { + var controller = m_register[i]; + controller.ExecuteCommand(item.Value, false); + } + } + if (Input.GetKeyUp(item.Key)) + { + for (int i = 0; i < m_register.Count; i++) + { + var controller = m_register[i]; + controller.ExecuteCommand(item.Value, true); + } + } + } + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/CommandDispatcher.cs.meta b/AxibugEmuOnline.Client/Assets/Script/UI/CommandDispatcher.cs.meta new file mode 100644 index 00000000..3367dd6a --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/CommandDispatcher.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4471d8231d16ba3469228e09d4cb3a81 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/LaunchUI.cs b/AxibugEmuOnline.Client/Assets/Script/UI/LaunchUI.cs new file mode 100644 index 00000000..1ba15416 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/LaunchUI.cs @@ -0,0 +1,71 @@ +using AxibugEmuOnline.Client.UI; +using DG.Tweening; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace AxibugEmuOnline.Client +{ + public class LaunchUI : MonoBehaviour + { + [SerializeField] + RectTransform MainMenuRoot; + [SerializeField] + MainMenuController MainMenu; + + Vector2 m_mainLayoutPosition; + [SerializeField] + Vector2 m_detailLayoutPosition; + [SerializeField] + float m_LayoutChangeSpeed = 10; + + public static LaunchUI Instance { get; private set; } + + TweenerCore m_layoutTween; + + private void Awake() + { + Instance = this; + m_mainLayoutPosition = MainMenuRoot.anchoredPosition; + MainMenu.ListenControlAction = true; + } + + + public void ToDetailMenuLayout() + { + if (m_layoutTween != null) + { + m_layoutTween.Kill(); + m_layoutTween = null; + } + m_layoutTween = DOTween + .To( + () => MainMenuRoot.anchoredPosition, + (x) => MainMenuRoot.anchoredPosition = x, + m_detailLayoutPosition, + m_LayoutChangeSpeed) + .SetSpeedBased(); + MainMenu.ListenControlAction = false; + MainMenu.EnterDetailState(); + } + + public void ToMainMenuLayout() + { + if (m_layoutTween != null) + { + m_layoutTween.Kill(); + m_layoutTween = null; + } + m_layoutTween = DOTween.To( + () => MainMenuRoot.anchoredPosition, + (x) => MainMenuRoot.anchoredPosition = x, + m_mainLayoutPosition, + m_LayoutChangeSpeed) + .SetSpeedBased(); + MainMenu.ListenControlAction = true; + MainMenu.ExitDetailState(); + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/LaunchUI.cs.meta b/AxibugEmuOnline.Client/Assets/Script/UI/LaunchUI.cs.meta new file mode 100644 index 00000000..d3db190a --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/LaunchUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fa6d08b067172d648a400aab72f1b4cc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/MainMenuController.cs b/AxibugEmuOnline.Client/Assets/Script/UI/MainMenuController.cs new file mode 100644 index 00000000..cf7f3b96 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/MainMenuController.cs @@ -0,0 +1,153 @@ +using DG.Tweening; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; +using UnityEngine.UI; +using static GluonGui.WorkspaceWindow.Views.Checkin.Operations.CheckinViewDeleteOperation; + +namespace AxibugEmuOnline.Client.UI +{ + public class MainMenuController : MenuItemController + { + [SerializeField] + HorizontalLayoutGroup GroupRoot; + [SerializeField] + MenuItem Template; + [SerializeField] + List MenuSetting; + [SerializeField] + float HoriRollSpd = 1f; + + private RectTransform groupRootRect => m_menuItemRoot as RectTransform; + + private TweenerCore rollTween; + private List m_runtimeMenuUICanvas; + private Sequence seq; + + protected override void Start() + { + base.Start(); + + m_runtimeMenuUICanvas = m_runtimeMenuUI.Select(menu => menu.gameObject.AddComponent()).ToList(); + } + + + public void EnterDetailState() + { + if (seq != null) + { + seq.Kill(); + seq = null; + } + + var selectItem = m_runtimeMenuUICanvas[SelectIndex]; + var hideItem = m_runtimeMenuUICanvas.Where(i => i != selectItem).ToList(); + seq = DOTween.Sequence(); + + seq.Append( + DOTween.To(() => selectItem.alpha, (x) => selectItem.alpha = x, 1, 0.2f) + ) + .Join( + DOTween.To(() => hideItem[0].alpha, (x) => hideItem.ForEach(i => i.alpha = x), 0, 0.2f) + ); + + seq.Play(); + + } + + public void ExitDetailState() + { + if (seq != null) + { + seq.Kill(); + seq = null; + } + + var selectItem = m_runtimeMenuUICanvas[SelectIndex]; + var hideItem = m_runtimeMenuUICanvas.Where(i => i != selectItem).ToList(); + seq = DOTween.Sequence(); + + seq.Append( + DOTween.To(() => selectItem.alpha, (x) => selectItem.alpha = x, 1, 0.2f) + ) + .Join( + DOTween.To(() => hideItem[0].alpha, (x) => hideItem.ForEach(i => i.alpha = x), 1, 0.2f) + ); + + seq.Play(); + } + + protected override void OnSelectMenuChanged() + { + var step = GroupRoot.spacing; + var needSelectItem = m_runtimeMenuUI[SelectIndex]; + var offset = needSelectItem.Rect.anchoredPosition.x; + + var targetPosition = groupRootRect.anchoredPosition; + targetPosition.x = -offset; + + if (rollTween != null) { rollTween.Kill(); rollTween = null; } + + for (var i = 0; i < m_runtimeMenuUI.Count; i++) + { + var item = m_runtimeMenuUI[i]; + item.SetSelectState(i == SelectIndex); + } + + rollTween = DOTween.To( + () => groupRootRect.anchoredPosition, + (x) => groupRootRect.anchoredPosition = x, + targetPosition, + HoriRollSpd) + .SetSpeedBased(); + } + + protected override void OnCmdSelectItemLeft() + { + SelectIndex--; + } + + protected override void OnCmdSelectItemRight() + { + SelectIndex++; + } + +#if UNITY_EDITOR + [ContextMenu("UpdateMenuUI")] + public void UpdateMenuUI() + { + while (GroupRoot.transform.childCount > 0) + { + DestroyImmediate(GroupRoot.transform.GetChild(GroupRoot.transform.childCount - 1).gameObject); + } + + for (int i = 0; i < MenuSetting.Count; i++) + { + MenuItem itemScript = null; + var prefabClone = UnityEditor.PrefabUtility.InstantiatePrefab(Template.gameObject) as GameObject; + itemScript = prefabClone.GetComponent(); + itemScript.gameObject.SetActive(true); + itemScript.transform.SetParent(GroupRoot.transform); + itemScript.transform.localScale = Vector3.one; + + itemScript.SetData(MenuSetting[i]); + } + + UnityEditor.EditorUtility.SetDirty(this); + } +#endif + } + + [Serializable] + public class MenuData + { + public Sprite Icon; + public string Name; + public string Description; + + public List SubMenus; + } +} diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/MainMenuController.cs.meta b/AxibugEmuOnline.Client/Assets/Script/UI/MainMenuController.cs.meta new file mode 100644 index 00000000..8789c0a3 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/MainMenuController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: fb4f275956ba18440b061e92278f13cd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/MenuItem.cs b/AxibugEmuOnline.Client/Assets/Script/UI/MenuItem.cs new file mode 100644 index 00000000..992d96cf --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/MenuItem.cs @@ -0,0 +1,105 @@ +using DG.Tweening; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +using System; +using UnityEngine; +using UnityEngine.UI; + +namespace AxibugEmuOnline.Client.UI +{ + public class MenuItem : MonoBehaviour + { + [SerializeField] + Image Icon; + [SerializeField] + Text Txt; + [SerializeField] + Text Descript; + [SerializeField] + Transform Root; + [SerializeField] + Image ShadowIcon; + [SerializeField] + SubMenuItemGroup SubMenuItemGroup; + + public float SelectScale = 1f; + public float UnSelectScale = 0.85f; + + public RectTransform Rect => transform as RectTransform; + + [SerializeField] + private bool m_select; + private TweenerCore progressTween; + public float m_progress; + private void Awake() + { + m_select = false; + m_progress = 0f; + + if (ShadowIcon != null) ShadowIcon.gameObject.SetActive(false); + + var temp = Txt.color; + temp.a = 0; + Txt.color = temp; + if (Descript != null) + { + temp = Descript.color; + temp.a = 0; + Descript.color = temp; + } + if (ShadowIcon != null) ShadowIcon.gameObject.SetActiveEx(false); + if (SubMenuItemGroup != null) SubMenuItemGroup.SetSelect(false); + } + + public void SetData(MenuData data) + { + name = data.Name; + Icon.sprite = data.Icon; + + if (ShadowIcon != null) ShadowIcon.sprite = data.Icon; + + Txt.text = data.Name; + if (Descript != null) Descript.text = data.Description; + + if (SubMenuItemGroup != null) + SubMenuItemGroup.Init(data.SubMenus); + } + + public void SetSelectState(bool selected) + { + if (m_select == selected) return; + + m_select = selected; + + if (ShadowIcon != null) ShadowIcon.gameObject.SetActiveEx(selected); + if (SubMenuItemGroup != null) SubMenuItemGroup.SetSelect(selected); + + if (progressTween != null) { progressTween.Kill(); progressTween = null; } + + progressTween = DOTween.To(() => m_progress, (x) => m_progress = x, m_select ? 1 : 0, 5) + .SetSpeedBased().OnUpdate(() => + { + var temp = Txt.color; + temp.a = m_progress; + Txt.color = temp; + if (Descript != null) + { + temp = Descript.color; + temp.a = m_progress; + Descript.color = temp; + } + + Root.localScale = Vector3.one * Mathf.Lerp(UnSelectScale, SelectScale, m_progress); + }); + } + + public void OnEnterItem() + { + } + + public void OnExitItem() + { + + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/MenuItem.cs.meta b/AxibugEmuOnline.Client/Assets/Script/UI/MenuItem.cs.meta new file mode 100644 index 00000000..134946f1 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/MenuItem.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8e5baf5f72cf1954196a3a0346c2b1be +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/MenuItemController.cs b/AxibugEmuOnline.Client/Assets/Script/UI/MenuItemController.cs new file mode 100644 index 00000000..b1ebd62b --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/MenuItemController.cs @@ -0,0 +1,184 @@ +using AxibugEmuOnline.Client.UI; +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace AxibugEmuOnline.Client +{ + public abstract class MenuItemController : MonoBehaviour + { + [SerializeField] + float PulseInvoke_Delay = 0.4f; + [SerializeField] + float PulseInvoke_Interval = 0.05f; + + private bool m_listenControlAction; + public bool ListenControlAction + { + get => m_listenControlAction; + set + { + m_listenControlAction = value; + + if (value) + CommandDispatcher.Instance.RegistController(this); + else + CommandDispatcher.Instance.UnRegistController(this); + } + } + + private PulseInvoker m_pulsInvoker_Left; + private PulseInvoker m_pulsInvoker_Right; + private PulseInvoker m_pulsInvoker_Up; + private PulseInvoker m_pulsInvoker_Down; + + private int m_selectIndex = -1; + protected List m_runtimeMenuUI = new List(); + + public int SelectIndex + { + get => m_selectIndex; + set + { + value = Mathf.Clamp(value, 0, m_runtimeMenuUI.Count - 1); + if (m_selectIndex == value) return; + m_selectIndex = value; + + OnSelectMenuChanged(); + } + } + + [SerializeField] + protected Transform m_menuItemRoot; + + protected virtual void Start() + { + for (int i = 0; i < m_menuItemRoot.childCount; i++) + { + Transform child = m_menuItemRoot.GetChild(i); + m_runtimeMenuUI.Add(child.GetComponent()); + } + + Canvas.ForceUpdateCanvases(); + SelectIndex = 0; + + m_pulsInvoker_Left = new PulseInvoker(OnCmdSelectItemLeft, PulseInvoke_Delay, PulseInvoke_Interval); + m_pulsInvoker_Right = new PulseInvoker(OnCmdSelectItemRight, PulseInvoke_Delay, PulseInvoke_Interval); + m_pulsInvoker_Up = new PulseInvoker(OnCmdSelectItemUp, PulseInvoke_Delay, PulseInvoke_Interval); + m_pulsInvoker_Down = new PulseInvoker(OnCmdSelectItemDown, PulseInvoke_Delay, PulseInvoke_Interval); + } + + private void OnDestroy() + { + if (CommandDispatcher.Instance != null) + CommandDispatcher.Instance.UnRegistController(this); + } + + protected virtual void Update() + { + m_pulsInvoker_Left.Update(Time.deltaTime); + m_pulsInvoker_Right.Update(Time.deltaTime); + m_pulsInvoker_Up.Update(Time.deltaTime); + m_pulsInvoker_Down.Update(Time.deltaTime); + } + + protected abstract void OnSelectMenuChanged(); + + MenuItem m_enteredItem = null; + public void ExecuteCommand(EnumCommand cmd, bool cancel) + { + if (!cancel) + { + switch (cmd) + { + case EnumCommand.SelectItemLeft: + if (m_enteredItem == null) + { + m_pulsInvoker_Left.SetActive(); + OnCmdSelectItemLeft(); + } + break; + case EnumCommand.SelectItemRight: + if (m_enteredItem == null) + { + m_pulsInvoker_Right.SetActive(); + OnCmdSelectItemRight(); + } + break; + case EnumCommand.SelectItemUp: + if (m_enteredItem == null) + { + m_pulsInvoker_Up.SetActive(); + OnCmdSelectItemUp(); + } + break; + case EnumCommand.SelectItemDown: + if (m_enteredItem == null) + { + m_pulsInvoker_Down.SetActive(); + OnCmdSelectItemDown(); + } + break; + case EnumCommand.Enter: + if (m_enteredItem == null) + { + m_enteredItem = m_runtimeMenuUI[SelectIndex]; + OnCmdEnter(m_enteredItem); + + m_pulsInvoker_Left.DisActive(); + m_pulsInvoker_Right.DisActive(); + m_pulsInvoker_Up.DisActive(); + m_pulsInvoker_Down.DisActive(); + } + break; + case EnumCommand.Back: + if (m_enteredItem != null) + { + OnCmdBack(m_enteredItem); + m_enteredItem = null; + } + break; + case EnumCommand.OptionMenu: + OnCmdOptionMenu(); + break; + } + } + else + { + switch (cmd) + { + case EnumCommand.SelectItemLeft: + m_pulsInvoker_Left.DisActive(); break; + case EnumCommand.SelectItemRight: + m_pulsInvoker_Right.DisActive(); break; + case EnumCommand.SelectItemUp: + m_pulsInvoker_Up.DisActive(); break; + case EnumCommand.SelectItemDown: + m_pulsInvoker_Down.DisActive(); break; + } + } + } + + protected virtual void OnCmdSelectItemLeft() { } + + protected virtual void OnCmdSelectItemRight() { } + + protected virtual void OnCmdSelectItemUp() { } + + protected virtual void OnCmdSelectItemDown() { } + + protected virtual void OnCmdOptionMenu() { } + protected virtual void OnCmdEnter(MenuItem item) { item.OnEnterItem(); } + protected virtual void OnCmdBack(MenuItem item) { item.OnExitItem(); } + public enum EnumCommand + { + SelectItemLeft, + SelectItemRight, + SelectItemUp, + SelectItemDown, + Enter, + Back, + OptionMenu + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/MenuItemController.cs.meta b/AxibugEmuOnline.Client/Assets/Script/UI/MenuItemController.cs.meta new file mode 100644 index 00000000..d235715e --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/MenuItemController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 78a322a77f838ab40bd16d37ea7abeef +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/PulseInvoker.cs b/AxibugEmuOnline.Client/Assets/Script/UI/PulseInvoker.cs new file mode 100644 index 00000000..20fc46f4 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/PulseInvoker.cs @@ -0,0 +1,59 @@ +namespace AxibugEmuOnline.Client.UI +{ + using System; + + public class PulseInvoker + { + private Action _action; + private float _interval; + private float _delay; + private float _elapsedTime; + private bool _isActive; + private bool _isDelayed; + + public PulseInvoker(Action action, float delay, float interval) + { + _action = action; + + _delay = delay; + _interval = interval; + } + + public void SetActive() + { + _elapsedTime = 0f; + _isActive = true; + _isDelayed = true; + } + + public void DisActive() + { + _isActive = false; + } + + public void Update(float deltaTime) + { + if (!_isActive) return; + + _elapsedTime += deltaTime; + + if (_isDelayed) + { + if (_elapsedTime >= _delay) + { + _elapsedTime -= _delay; + _isDelayed = false; + _action?.Invoke(); + } + } + else + { + if (_elapsedTime >= _interval) + { + _elapsedTime -= _interval; + _action?.Invoke(); + } + } + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/PulseInvoker.cs.meta b/AxibugEmuOnline.Client/Assets/Script/UI/PulseInvoker.cs.meta new file mode 100644 index 00000000..c6c2ae4a --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/PulseInvoker.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a1d72e5ab742c3d4094c7001ed2fc8e0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/SubMenuItemGroup.cs b/AxibugEmuOnline.Client/Assets/Script/UI/SubMenuItemGroup.cs new file mode 100644 index 00000000..07db823c --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/SubMenuItemGroup.cs @@ -0,0 +1,184 @@ +using AxibugEmuOnline.Client.UI; +using DG.Tweening; +using DG.Tweening.Core; +using DG.Tweening.Plugins.Options; +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace AxibugEmuOnline.Client +{ + public class SubMenuItemGroup : MenuItemController + { + [SerializeField] + MenuItem SubMenuItemTemplate; + [SerializeField] + CanvasGroup alphaGroup; + private TweenerCore selectTween; + + private bool m_selected; + + private TweenerCore rollTween; + + + private void Awake() + { + m_selected = false; + alphaGroup.alpha = 0; + } + + public void Init(List menuDataList) + { +#if UNITY_EDITOR + while (transform.childCount > 0) + { + DestroyImmediate(transform.GetChild(0).gameObject); + } +#else + for (int i = 0; i < transform.childCount; i++) + { + Destroy(transform.GetChild(i).gameObject); + } +#endif + + m_runtimeMenuUI.Clear(); + foreach (MenuData menuData in menuDataList) + { + var item = Clone(transform); + item.SetData(menuData); + m_runtimeMenuUI.Add(item); + } + + calcItemPosition(); + + for (var i = 0; i < m_runtimeMenuUI.Count; i++) + { + var item = m_runtimeMenuUI[i]; + var needPos = m_itemUIPosition[i]; + item.Rect.anchoredPosition = needPos; + } + } + + protected override void OnCmdEnter(MenuItem item) + { + LaunchUI.Instance.ToDetailMenuLayout(); + item.SetSelectState(false); + base.OnCmdEnter(item); + } + + protected override void OnCmdBack(MenuItem item) + { + LaunchUI.Instance.ToMainMenuLayout(); + item.SetSelectState(true); + base.OnCmdBack(item); + } + + protected override void OnCmdSelectItemUp() + { + SelectIndex--; + } + + protected override void OnCmdSelectItemDown() + { + SelectIndex++; + } + + public void SetSelect(bool select) + { + if (m_selected == select) return; + m_selected = select; + + if (selectTween != null) + { + selectTween.Kill(); + selectTween = null; + } + + if (select) + { + selectTween = DOTween.To(() => alphaGroup.alpha, (x) => alphaGroup.alpha = x, 1, 10).SetSpeedBased(); + } + else + { + selectTween = DOTween.To(() => alphaGroup.alpha, (x) => alphaGroup.alpha = x, 0, 10).SetSpeedBased(); + } + + ListenControlAction = m_selected; + } + + + protected override void OnSelectMenuChanged() + { + if (rollTween != null) { rollTween.Kill(); rollTween = null; } + + float duration = 0.5f; + + calcItemPosition(); + + for (var i = 0; i < m_runtimeMenuUI.Count; i++) + { + var item = m_runtimeMenuUI[i]; + bool isSelectItem = i == SelectIndex; + item.SetSelectState(isSelectItem); + } + + rollTween = DOTween.To(() => 1, (x) => { }, 1, duration).OnUpdate(() => + { + var tweenProgress = rollTween.position / rollTween.Duration(); + for (var i = 0; i < m_runtimeMenuUI.Count; i++) + { + var item = m_runtimeMenuUI[i]; + var needPos = m_itemUIPosition[i]; + item.Rect.anchoredPosition = Vector2.Lerp(item.Rect.anchoredPosition, needPos, tweenProgress); + } + }).OnComplete(() => + { + for (var i = 0; i < m_runtimeMenuUI.Count; i++) + { + var item = m_runtimeMenuUI[i]; + var needPos = m_itemUIPosition[i]; + item.Rect.anchoredPosition = needPos; + } + }); + } + + [SerializeField] + Vector2 m_selectItemPosition = new Vector2(50, -51); + [SerializeField] + float step = 50f; + [SerializeField] + float splitStep = 200f; + + List m_itemUIPosition = new List(); + private void calcItemPosition() + { + m_itemUIPosition.Clear(); + for (int i = 0; i < m_runtimeMenuUI.Count; i++) + { + var gap = SelectIndex - i; + var start = m_selectItemPosition; + start.y += step * gap; + if (i < SelectIndex) start.y += splitStep; + + m_itemUIPosition.Add(start); + } + } + + private MenuItem Clone(Transform parent) + { +#if UNITY_EDITOR + if (Application.isPlaying) + { + return GameObject.Instantiate(SubMenuItemTemplate.gameObject, parent).GetComponent(); + } + else + { + var clone = UnityEditor.PrefabUtility.InstantiatePrefab(SubMenuItemTemplate.gameObject, parent) as GameObject; + return clone.GetComponent(); + } +#else + return GameObject.Instantiate(SubMenuItemTemplate.gameObject, parent).GetComponent(); +#endif + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/SubMenuItemGroup.cs.meta b/AxibugEmuOnline.Client/Assets/Script/UI/SubMenuItemGroup.cs.meta new file mode 100644 index 00000000..dae24f31 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/SubMenuItemGroup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ed40f0945dba47e409627739ce124125 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.mat b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.mat new file mode 100644 index 00000000..13feb30a --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.mat @@ -0,0 +1,89 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- 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0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _MetallicGlossMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _OcclusionMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _PalTex: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _ParallaxMap: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + m_Floats: + - _BumpScale: 1 + - _ColorMask: 15 + - _Cutoff: 0.5 + - _DetailNormalMapScale: 1 + - _DstBlend: 0 + - _GlossMapScale: 1 + - _Glossiness: 0.5 + - _GlossyReflections: 1 + - _Metallic: 0 + - _Mode: 0 + - _OcclusionStrength: 1 + - _Parallax: 0.02 + - _SmoothnessTextureChannel: 0 + - _SpecularHighlights: 1 + - _SrcBlend: 1 + - _Stencil: 0 + - _StencilComp: 8 + - _StencilOp: 0 + - _StencilReadMask: 255 + - _StencilWriteMask: 255 + - _UVSec: 0 + - _UseUIAlphaClip: 0 + - _ZWrite: 1 + m_Colors: + - _Color: {r: 1, g: 1, b: 1, a: 1} + - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} + m_BuildTextureStacks: [] diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.mat.meta b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.mat.meta new file mode 100644 index 00000000..5f898c0e --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.mat.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 32887f72045b00348847a9ba59ce050b +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 2100000 + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader new file mode 100644 index 00000000..fa759837 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader @@ -0,0 +1,169 @@ +Shader "AxibugEmuOnline/XMBBackGround" +{ + Properties + { + _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _ColorMask ("Color Mask", Float) = 15 + + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull Off + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile_local _ UNITY_UI_CLIP_RECT + #pragma multi_compile_local _ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + float4 _MainTex_TexelSize; + + float3 lerp(float3 color1, float3 color2, float value) + { + return value * (color2 - color1) + color1; + } + float wave(float x, float frequency, float speed, float midHeight, float maxHeight) + { + return (sin(frequency * (x + speed * (((1. - (pow(cos(0.002 * (_Time.y + 400.)), 2.) + 1.) / 2.) + .1) * 2048.))) * (maxHeight - midHeight)) + midHeight; + } + float percentHigh(float currentY, float waveHeight, float maxHeight, float power) + { + float percentWave = max(waveHeight - currentY, 0.0) / maxHeight; + return pow(1.0 - percentWave, power); + } + float waveColor(float2 uv, float waveHeight, float maxHeight, float frequency, float power) + { + float percentWave = percentHigh(uv.y, waveHeight, maxHeight, power); + return clamp(percentWave + 0.8, 0.0, 1.0); + } + + v2f vert(appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + OUT.worldPosition = v.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN) : SV_Target + { + float2 uv= IN.texcoord; + // Lerped background + float3 blue = float3(0, 0.4, 1); + float3 blue2 = float3(0, 0.7, 1); + float amount = (uv.x + uv.y) / 2.0; + float3 bg = lerp(blue2, blue, amount); + + // Overlayed sine waves + float midHeight1 = 0.4; + float maxHeight1 = 0.5 + wave(0.0, 4.0, 0.02, 0.0, 0.02); + float power1 = 50.0; //Higher power means thinner line + float frequency1 = 2.0 + wave(0.0, 3.0, 0.03, 0.0, 0.02); + float speed1 = 0.4 + wave(0.0, 2.2, 0.04, 0.0, 0.01); + float waveHeight1 = wave(uv.x, frequency1, speed1, midHeight1, maxHeight1); + float waveCol1 = waveColor(uv, waveHeight1, maxHeight1, frequency1, power1); + + float midHeight2 = 0.42; + float maxHeight2 = 0.54 + wave(0.0, 3.0, 0.04, 0.0, 0.02); + float power2 = 50.0; //Higher power means thinner line + float frequency2 = 2.1 + wave(0.0, 4.0, 0.05, 0.0, 0.02); + float speed2 = 0.3 + wave(0.0, 2.0, 0.02, 0.0, 0.01); + float waveHeight2 = wave(uv.x, frequency2, speed2, midHeight2, maxHeight2); + float waveCol2 = waveColor(uv, waveHeight2, maxHeight2, frequency2, power2); + + float3 col = bg; + if (uv.y < waveHeight1) + col = waveCol1 * col; + if (uv.y < waveHeight2) + col = waveCol2 * col; + + // Output to screen + fixed4 fragColor = float4(col,1.0); + + #ifdef UNITY_UI_CLIP_RECT + fragColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (fragColor.a - 0.001); + #endif + + return fragColor; + } + + + + ENDCG + } + } +} \ No newline at end of file diff --git a/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader.meta b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader.meta new file mode 100644 index 00000000..3ed5cfbc --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/UI/XMBBackGround.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e14054c41729e9b4cb671e3dde0e7df0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/Script/Utility.cs b/AxibugEmuOnline.Client/Assets/Script/Utility.cs new file mode 100644 index 00000000..aaf66a41 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/Utility.cs @@ -0,0 +1,17 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace AxibugEmuOnline.Client +{ + public static class Utility + { + public static void SetActiveEx(this GameObject go, bool active) + { + if (active && go.activeSelf) return; + if (!active && !go.activeSelf) return; + + go.SetActive(active); + } + } +} diff --git a/AxibugEmuOnline.Client/Assets/Script/Utility.cs.meta b/AxibugEmuOnline.Client/Assets/Script/Utility.cs.meta new file mode 100644 index 00000000..8d02d953 --- /dev/null +++ b/AxibugEmuOnline.Client/Assets/Script/Utility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: edbaecff098b3074483116c0b438b54c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/AxibugEmuOnline.Client/Assets/VirtualNes.Core/CoreLibs/MemoryUtility.cs b/AxibugEmuOnline.Client/Assets/VirtualNes.Core/CoreLibs/MemoryUtility.cs index 484aefa0..eea81c1e 100644 --- a/AxibugEmuOnline.Client/Assets/VirtualNes.Core/CoreLibs/MemoryUtility.cs +++ b/AxibugEmuOnline.Client/Assets/VirtualNes.Core/CoreLibs/MemoryUtility.cs @@ -1,4 +1,5 @@ using System; +using System.Runtime.CompilerServices; namespace VirtualNes.Core { @@ -18,27 +19,25 @@ namespace VirtualNes.Core memset(array, 0, value, length); } - public static void memset(uint[] array, uint value, int length) + public unsafe static void memset(byte[] array, int offset, byte value, int length) { - for (int i = 0; i < length; i++) + fixed (byte* ptr = array) { - array[i] = value; + var offsetptr = ptr + offset; + + Unsafe.InitBlockUnaligned(offsetptr, value, (uint)length); } } - public static void memset(byte[] array, int offset, byte value, int length) + public unsafe static void memset(uint[] array, int offset, byte value, int length) { - for (int i = offset; i < length; i++) + fixed (uint* ptr = array) { - array[i] = value; - } - } - - public static void memset(uint[] array, int offset, uint value, int length) - { - for (int i = offset; i < length; i++) - { - array[i] = value; + var offsetptr = ptr + offset; + for (int i = 0; i < length; i++) + { + offsetptr[i] = value; + } } } } diff --git a/AxibugEmuOnline.Client/Assets/VirtualNes.Core/PPU.cs b/AxibugEmuOnline.Client/Assets/VirtualNes.Core/PPU.cs index 28dfe036..ab9fe05b 100644 --- a/AxibugEmuOnline.Client/Assets/VirtualNes.Core/PPU.cs +++ b/AxibugEmuOnline.Client/Assets/VirtualNes.Core/PPU.cs @@ -358,7 +358,7 @@ loopy_shift = 0; if (lpScreen != null) - MemoryUtility.memset(lpScreen, 0x3F, SCREEN_WIDTH * SCREEN_HEIGHT); + MemoryUtility.memset(lpScreen, 0, 0x3F, SCREEN_WIDTH * SCREEN_HEIGHT); if (lpColormode != null) MemoryUtility.memset(lpColormode, 0, SCREEN_HEIGHT); } @@ -374,7 +374,7 @@ if (lpScreen != null) { - MemoryUtility.memset(lpScreen, 0x3F, SCREEN_WIDTH); + MemoryUtility.memset(lpScreen, 0, 0x3F, SCREEN_WIDTH); } if (lpColormode != null) { diff --git a/AxibugEmuOnline.Client/Assets/VirtualNes.Core/VirtualNes.Core.asmdef b/AxibugEmuOnline.Client/Assets/VirtualNes.Core/VirtualNes.Core.asmdef index 49a44845..b4819ec6 100644 --- a/AxibugEmuOnline.Client/Assets/VirtualNes.Core/VirtualNes.Core.asmdef +++ b/AxibugEmuOnline.Client/Assets/VirtualNes.Core/VirtualNes.Core.asmdef @@ -4,7 +4,7 @@ "references": [], "includePlatforms": [], "excludePlatforms": [], - "allowUnsafeCode": false, + "allowUnsafeCode": true, "overrideReferences": false, "precompiledReferences": [], "autoReferenced": false, diff --git a/AxibugEmuOnline.Client/Packages/manifest.json b/AxibugEmuOnline.Client/Packages/manifest.json index 1200e800..fc405c50 100644 --- a/AxibugEmuOnline.Client/Packages/manifest.json +++ b/AxibugEmuOnline.Client/Packages/manifest.json @@ -1,6 +1,7 @@ { "dependencies": { "com.unity.collab-proxy": "1.15.15", + "com.unity.editorcoroutines": "1.0.0", "com.unity.ide.rider": "3.0.13", "com.unity.ide.visualstudio": "2.0.14", "com.unity.ide.vscode": "1.2.5", diff --git a/AxibugEmuOnline.Client/Packages/packages-lock.json b/AxibugEmuOnline.Client/Packages/packages-lock.json index 7c114c1e..23b1a6d1 100644 --- a/AxibugEmuOnline.Client/Packages/packages-lock.json +++ b/AxibugEmuOnline.Client/Packages/packages-lock.json @@ -9,6 +9,13 @@ }, "url": "https://packages.unity.cn" }, + "com.unity.editorcoroutines": { + "version": "1.0.0", + "depth": 0, + "source": "registry", + "dependencies": {}, + "url": "https://packages.unity.cn" + }, "com.unity.ext.nunit": { "version": "1.0.6", "depth": 1, diff --git a/AxibugEmuOnline.Client/ProjectSettings/ProjectSettings.asset b/AxibugEmuOnline.Client/ProjectSettings/ProjectSettings.asset index 8217461e..5c3b9293 100644 --- a/AxibugEmuOnline.Client/ProjectSettings/ProjectSettings.asset +++ b/AxibugEmuOnline.Client/ProjectSettings/ProjectSettings.asset @@ -639,7 +639,22 @@ PlayerSettings: webGLLinkerTarget: 1 webGLThreadsSupport: 0 webGLDecompressionFallback: 0 - scriptingDefineSymbols: {} + scriptingDefineSymbols: + 1: DOTWEEN + 4: DOTWEEN + 7: DOTWEEN + 13: DOTWEEN + 14: DOTWEEN + 19: DOTWEEN + 21: DOTWEEN + 25: DOTWEEN + 27: DOTWEEN + 28: DOTWEEN + 29: DOTWEEN + 30: DOTWEEN + 31: DOTWEEN + 32: DOTWEEN + 33: DOTWEEN additionalCompilerArguments: {} platformArchitecture: {} scriptingBackend: