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72
Assets/Code/Scripts/Interaction/PlayerBoxController.cs
Normal file
72
Assets/Code/Scripts/Interaction/PlayerBoxController.cs
Normal file
@@ -0,0 +1,72 @@
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|||||||
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using UnityEngine;
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||||||
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||||||
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public class BoxPickup : MonoBehaviour
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||||||
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{
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public Transform PlayerTransform;
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public Transform CameraTransform;
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public Transform HandTransform;
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public float ThrowForce = 10f;
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public float PickupDistance = 5f;
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private bool isHeld;
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private Rigidbody m_rigidbody;
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private PlayerInputController input;
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||||||
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void Start()
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{
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m_rigidbody = GetComponent<Rigidbody>();
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input = PlayerTransform.GetComponent<PlayerInputController>();
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}
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void Update()
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{
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if (input.InteractPressed)
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{
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if (!isHeld)
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TryPickup();
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else
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Drop();
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}
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if (input.ThrowPressed)
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Throw();
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}
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private void TryPickup()
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{
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Collider[] hits = Physics.OverlapSphere(PlayerTransform.position, PickupDistance);
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foreach (Collider hit in hits)
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{
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if (hit.transform == transform) {
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Pickup();
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return;
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}
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}
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}
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private void Pickup()
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{
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isHeld = true;
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m_rigidbody.isKinematic = true;
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transform.SetParent(HandTransform);
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transform.localPosition = Vector3.zero;
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transform.localRotation = Quaternion.identity;
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}
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private void Drop()
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{
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isHeld = false;
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transform.SetParent(null);
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m_rigidbody.isKinematic = false;
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}
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private void Throw()
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{
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if (!isHeld)
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return;
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Drop();
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m_rigidbody.AddForce(PlayerTransform.forward * ThrowForce, ForceMode.Impulse);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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||||||
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guid: a36af2e55a3732eb2abc110ae2365702
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@@ -2,18 +2,25 @@ using UnityEngine;
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|||||||
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||||||
public class PlayerHeadController : MonoBehaviour
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public class PlayerHeadController : MonoBehaviour
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||||||
{
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{
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[Header("Head")]
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||||||
public Transform Head;
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public Transform Head;
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||||||
public Transform CameraTransform;
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public Transform CameraTransform;
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public Transform BodyTransform;
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public Transform BodyTransform;
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||||||
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||||||
public float ThrowForce;
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public float ThrowForce;
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public float PickupDistance;
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public float PickupDistance;
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public bool isHoldingHead;
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public bool isHoldingHead;
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private Rigidbody m_headRigidbody;
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[Header("Grabbable")]
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public Transform HandTransform; // in the future hand maybe grab items but for now its an empty object
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public float ItemThrowForce = 10f;
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public float ItemPickupDistance = 5f;
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private bool isHoldingItem;
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private Rigidbody m_itemRigidbody;
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||||||
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private Collider m_itemCollider;
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||||||
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private Transform m_currentItem;
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||||||
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private Rigidbody m_headRigidbody;
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||||||
private Vector3 m_headInitialLocalPos;
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private Vector3 m_headInitialLocalPos;
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||||||
private Quaternion m_headInitialLocalRot;
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private Quaternion m_headInitialLocalRot;
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||||||
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||||||
@@ -31,7 +38,6 @@ public class PlayerHeadController : MonoBehaviour
|
|||||||
Cursor.lockState = CursorLockMode.Locked;
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Cursor.lockState = CursorLockMode.Locked;
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||||||
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|
||||||
Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
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Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
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||||||
|
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||||||
m_headInitialLocalPos = BodyTransform.localPosition + offset;
|
m_headInitialLocalPos = BodyTransform.localPosition + offset;
|
||||||
m_headInitialLocalRot = BodyTransform.localRotation;
|
m_headInitialLocalRot = BodyTransform.localRotation;
|
||||||
m_headRigidbody = Head.GetComponent<Rigidbody>();
|
m_headRigidbody = Head.GetComponent<Rigidbody>();
|
||||||
@@ -42,14 +48,20 @@ public class PlayerHeadController : MonoBehaviour
|
|||||||
void Update()
|
void Update()
|
||||||
{
|
{
|
||||||
if (input.HeadInteractionPressed)
|
if (input.HeadInteractionPressed)
|
||||||
{
|
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||||||
InteractHead();
|
InteractHead();
|
||||||
}
|
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||||||
|
|
||||||
if (input.ThrowPressed)
|
if (input.ThrowPressed && isHoldingHead)
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||||||
{
|
|
||||||
ThrowHead();
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ThrowHead();
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||||||
|
|
||||||
|
if (input.InteractPressed)
|
||||||
|
{
|
||||||
|
if (!isHoldingItem)
|
||||||
|
TryPickupItem();
|
||||||
|
else
|
||||||
|
DropItem();
|
||||||
}
|
}
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||||||
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if (input.ThrowPressed && isHoldingItem)
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||||||
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ThrowItem();
|
||||||
}
|
}
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||||||
|
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||||||
private void InteractHead()
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private void InteractHead()
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@@ -60,61 +72,84 @@ public class PlayerHeadController : MonoBehaviour
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|||||||
DropHead();
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DropHead();
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||||||
}
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}
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||||||
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||||||
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private void TryPickupHead()
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||||||
|
{
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||||||
|
if (isHoldingHead || isHoldingItem)
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||||||
|
return;
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||||||
|
if (Vector3.Distance(transform.position, Head.position) <= PickupDistance)
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||||||
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PickupHead();
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||||||
|
}
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||||||
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|
||||||
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private void PickupHead()
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||||||
|
{
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||||||
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isHoldingHead = true;
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||||||
|
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||||||
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if (m_headRigidbody != null)
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||||||
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Destroy(m_headRigidbody);
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||||||
|
|
||||||
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Head.SetParent(transform);
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||||||
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Head.localPosition = m_headInitialLocalPos;
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||||||
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Head.localRotation = m_headInitialLocalRot;
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||||||
|
}
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||||||
private void DropHead()
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private void DropHead()
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||||||
{
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{
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||||||
Debug.Log("DropHead");
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||||||
animator.SetTrigger("Throw");
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animator.SetTrigger("Throw");
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||||||
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||||||
isHoldingHead = false;
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isHoldingHead = false;
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||||||
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||||||
Head.SetParent(null);
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Head.SetParent(null);
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||||||
|
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||||||
m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
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m_headRigidbody = Head.gameObject.AddComponent<Rigidbody>();
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||||||
m_headRigidbody.mass = 1f;
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m_headRigidbody.mass = 1f;
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||||||
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|
||||||
m_headRigidbody.constraints =
|
m_headRigidbody.constraints =
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||||||
RigidbodyConstraints.FreezeRotationX |
|
RigidbodyConstraints.FreezeRotationX |
|
||||||
RigidbodyConstraints.FreezeRotationZ |
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RigidbodyConstraints.FreezeRotationZ |
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||||||
RigidbodyConstraints.FreezeRotationY;
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RigidbodyConstraints.FreezeRotationY;
|
||||||
}
|
}
|
||||||
|
|
||||||
private void ThrowHead()
|
private void ThrowHead()
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||||||
{
|
{
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||||||
Debug.Log("ThrowHead");
|
|
||||||
if (!isHoldingHead)
|
|
||||||
return;
|
|
||||||
|
|
||||||
DropHead();
|
DropHead();
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||||||
|
|
||||||
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
m_headRigidbody.AddForce(CameraTransform.forward * ThrowForce, ForceMode.Impulse);
|
||||||
}
|
}
|
||||||
|
private void TryPickupItem()
|
||||||
private void TryPickupHead()
|
|
||||||
{
|
{
|
||||||
if (isHoldingHead)
|
if (isHoldingHead || isHoldingItem)
|
||||||
return;
|
return;
|
||||||
|
int grabbableLayer = LayerMask.GetMask("Grabbable");
|
||||||
|
Collider[] hits = Physics.OverlapSphere(transform.position, ItemPickupDistance, grabbableLayer);
|
||||||
|
|
||||||
float distance = Vector3.Distance(transform.position, Head.position);
|
foreach (Collider hit in hits)
|
||||||
|
|
||||||
if (distance <= PickupDistance)
|
|
||||||
{
|
{
|
||||||
PickupHead();
|
m_currentItem = hit.transform;
|
||||||
|
m_itemRigidbody = hit.GetComponent<Rigidbody>();
|
||||||
|
m_itemCollider = hit.GetComponent<Collider>();
|
||||||
|
PickupItem();
|
||||||
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void PickupHead()
|
private void PickupItem()
|
||||||
{
|
{
|
||||||
Debug.Log("PickupHead");
|
isHoldingItem = true;
|
||||||
isHoldingHead = true;
|
m_itemRigidbody.isKinematic = true;
|
||||||
|
m_itemCollider.enabled = false;
|
||||||
|
|
||||||
if (m_headRigidbody != null)
|
m_currentItem.SetParent(HandTransform);
|
||||||
{
|
m_currentItem.localPosition = Vector3.zero;
|
||||||
Destroy(m_headRigidbody);
|
m_currentItem.localRotation = Quaternion.identity;
|
||||||
}
|
}
|
||||||
|
|
||||||
Head.SetParent(transform);
|
private void DropItem()
|
||||||
|
{
|
||||||
|
isHoldingItem = false;
|
||||||
|
m_currentItem.SetParent(null);
|
||||||
|
m_itemRigidbody.isKinematic = false;
|
||||||
|
m_itemCollider.enabled = true;
|
||||||
|
m_currentItem = null;
|
||||||
|
}
|
||||||
|
|
||||||
Head.localPosition = m_headInitialLocalPos;
|
private void ThrowItem()
|
||||||
Head.localRotation = m_headInitialLocalRot;
|
{
|
||||||
|
DropItem();
|
||||||
|
m_itemRigidbody.AddForce(BodyTransform.forward * ItemThrowForce, ForceMode.Impulse);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -4,22 +4,27 @@ using UnityEngine.InputSystem;
|
|||||||
public class PlayerInputController : MonoBehaviour
|
public class PlayerInputController : MonoBehaviour
|
||||||
{
|
{
|
||||||
public InputActionAsset InputActions;
|
public InputActionAsset InputActions;
|
||||||
|
public bool InputEnabled { get; private set; } = true;
|
||||||
|
|
||||||
private InputAction m_moveAction;
|
private InputAction m_moveAction;
|
||||||
private InputAction m_lookAction;
|
private InputAction m_lookAction;
|
||||||
private InputAction m_jumpAction;
|
private InputAction m_jumpAction;
|
||||||
private InputAction m_throwAction;
|
private InputAction m_throwAction;
|
||||||
private InputAction m_shiftAction;
|
private InputAction m_shiftAction;
|
||||||
|
private InputAction m_interactAction;
|
||||||
private InputAction m_headInteractAction;
|
private InputAction m_headInteractAction;
|
||||||
|
|
||||||
|
|
||||||
public Vector2 MoveAmount { get; private set; }
|
public Vector2 MoveAmount { get; private set; }
|
||||||
public Vector2 LookAmount { get; private set; }
|
public Vector2 LookAmount { get; private set; }
|
||||||
|
|
||||||
public bool JumpPressed { get; private set; }
|
public bool JumpPressed { get; private set; }
|
||||||
public bool ShiftPressed { get; private set; }
|
public bool ShiftPressed { get; private set; }
|
||||||
public bool ThrowPressed { get; private set; }
|
public bool ThrowPressed { get; private set; }
|
||||||
|
public bool InteractPressed { get; private set; }
|
||||||
public bool HeadInteractionPressed { get; private set; }
|
public bool HeadInteractionPressed { get; private set; }
|
||||||
|
|
||||||
|
|
||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
var map = InputActions.FindActionMap("Player");
|
var map = InputActions.FindActionMap("Player");
|
||||||
@@ -29,7 +34,9 @@ public class PlayerInputController : MonoBehaviour
|
|||||||
m_jumpAction = map.FindAction("Jump");
|
m_jumpAction = map.FindAction("Jump");
|
||||||
m_shiftAction = map.FindAction("Shift");
|
m_shiftAction = map.FindAction("Shift");
|
||||||
m_throwAction = map.FindAction("Throw");
|
m_throwAction = map.FindAction("Throw");
|
||||||
|
m_interactAction = map.FindAction("Interact");
|
||||||
m_headInteractAction = map.FindAction("HeadInteract");
|
m_headInteractAction = map.FindAction("HeadInteract");
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnEnable()
|
private void OnEnable()
|
||||||
@@ -44,12 +51,30 @@ public class PlayerInputController : MonoBehaviour
|
|||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
|
if (!InputEnabled)
|
||||||
|
{
|
||||||
|
MoveAmount = Vector2.zero;
|
||||||
|
LookAmount = Vector2.zero;
|
||||||
|
ShiftPressed = false;
|
||||||
|
JumpPressed = false;
|
||||||
|
ThrowPressed = false;
|
||||||
|
InteractPressed = false;
|
||||||
|
HeadInteractionPressed = false;
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
MoveAmount = m_moveAction.ReadValue<Vector2>();
|
MoveAmount = m_moveAction.ReadValue<Vector2>();
|
||||||
LookAmount = m_lookAction.ReadValue<Vector2>();
|
LookAmount = m_lookAction.ReadValue<Vector2>();
|
||||||
|
|
||||||
ShiftPressed = m_shiftAction.IsPressed();
|
ShiftPressed = m_shiftAction.IsPressed();
|
||||||
JumpPressed = m_jumpAction.WasPressedThisFrame();
|
JumpPressed = m_jumpAction.WasPressedThisFrame();
|
||||||
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
||||||
|
InteractPressed = m_interactAction.WasPressedThisFrame();
|
||||||
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public void SetInputEnabled(bool enabled)
|
||||||
|
{
|
||||||
|
InputEnabled = enabled;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
264
Assets/Code/Scripts/Player/RobotBootSequence.cs
Normal file
264
Assets/Code/Scripts/Player/RobotBootSequence.cs
Normal file
@@ -0,0 +1,264 @@
|
|||||||
|
using System.Collections;
|
||||||
|
using TMPro;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
|
||||||
|
public class RobotBootSequence : MonoBehaviour
|
||||||
|
{
|
||||||
|
[Header("References")]
|
||||||
|
public PlayerInputController InputController;
|
||||||
|
public Transform CameraTransform;
|
||||||
|
|
||||||
|
[Header("Timing")]
|
||||||
|
public bool PlayOnStart = true;
|
||||||
|
[Min(0.1f)] public float BootDuration = 2.4f;
|
||||||
|
[Min(0.1f)] public float CharacterPerSecond = 40f;
|
||||||
|
[Min(0f)] public float LinePause = 0.35f;
|
||||||
|
[Min(0f)] public float DelayBeforeReveal = 0.4f;
|
||||||
|
|
||||||
|
[Header("Motion")]
|
||||||
|
public Vector2 StartYawPitch = new Vector2(-30f, -20f);
|
||||||
|
public float RollWobble = 2.5f;
|
||||||
|
public float WobbleFrequency = 16f;
|
||||||
|
public AnimationCurve EaseCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
|
||||||
|
|
||||||
|
[Header("Boot Text")]
|
||||||
|
public Color BootTextColor = new Color(0.62f, 1f, 0.7f, 1f);
|
||||||
|
public string[] BootLines =
|
||||||
|
{
|
||||||
|
"UNIT SB-3954 | preparing startup . . .",
|
||||||
|
"verification of OS-5 . . . 4 . . . 3 . . . 2 . . . 1",
|
||||||
|
"system integrity: OK",
|
||||||
|
"motor bus: OK",
|
||||||
|
"vision pipeline: ONLINE",
|
||||||
|
"SYSTEM OK"
|
||||||
|
};
|
||||||
|
|
||||||
|
[Header("Optional Audio")]
|
||||||
|
public AudioSource BootAudioSource;
|
||||||
|
|
||||||
|
private bool m_IsPlaying;
|
||||||
|
|
||||||
|
private struct BootUI
|
||||||
|
{
|
||||||
|
public Canvas Canvas;
|
||||||
|
public RectTransform LeftPanel;
|
||||||
|
public RectTransform RightPanel;
|
||||||
|
public TextMeshProUGUI Text;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
if (InputController == null)
|
||||||
|
{
|
||||||
|
InputController = GetComponent<PlayerInputController>();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Start()
|
||||||
|
{
|
||||||
|
if (PlayOnStart)
|
||||||
|
{
|
||||||
|
StartCoroutine(PlayBootSequence());
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
[ContextMenu("Play Boot Sequence")]
|
||||||
|
public void PlayBootSequenceFromMenu()
|
||||||
|
{
|
||||||
|
if (!Application.isPlaying || m_IsPlaying)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
StartCoroutine(PlayBootSequence());
|
||||||
|
}
|
||||||
|
|
||||||
|
public IEnumerator PlayBootSequence()
|
||||||
|
{
|
||||||
|
if (m_IsPlaying)
|
||||||
|
{
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_IsPlaying = true;
|
||||||
|
|
||||||
|
if (InputController != null)
|
||||||
|
{
|
||||||
|
InputController.SetInputEnabled(false);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (BootAudioSource != null)
|
||||||
|
{
|
||||||
|
BootAudioSource.Play();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (CameraTransform == null)
|
||||||
|
{
|
||||||
|
m_IsPlaying = false;
|
||||||
|
if (InputController != null)
|
||||||
|
{
|
||||||
|
InputController.SetInputEnabled(true);
|
||||||
|
}
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
Quaternion gameplayRotation = CameraTransform.localRotation;
|
||||||
|
Quaternion fromRotation = Quaternion.Euler(StartYawPitch.y, StartYawPitch.x, 0f) * gameplayRotation;
|
||||||
|
CameraTransform.localRotation = fromRotation;
|
||||||
|
|
||||||
|
BootUI bootUI = CreateBootUI();
|
||||||
|
|
||||||
|
yield return StartCoroutine(PlayBootText(bootUI.Text));
|
||||||
|
|
||||||
|
if (DelayBeforeReveal > 0f)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(DelayBeforeReveal);
|
||||||
|
}
|
||||||
|
|
||||||
|
float elapsed = 0f;
|
||||||
|
while (elapsed < BootDuration)
|
||||||
|
{
|
||||||
|
elapsed += Time.deltaTime;
|
||||||
|
float t = Mathf.Clamp01(elapsed / BootDuration);
|
||||||
|
float eased = EaseCurve.Evaluate(t);
|
||||||
|
|
||||||
|
float wobbleFade = 1f - eased;
|
||||||
|
float roll = Mathf.Sin(Time.time * WobbleFrequency) * RollWobble * wobbleFade;
|
||||||
|
Quaternion wobbleRotation = Quaternion.Euler(0f, 0f, roll);
|
||||||
|
|
||||||
|
CameraTransform.localRotation = Quaternion.Slerp(fromRotation, gameplayRotation, eased) * wobbleRotation;
|
||||||
|
|
||||||
|
RectTransform rootRect = bootUI.Canvas.GetComponent<RectTransform>();
|
||||||
|
float halfWidth = rootRect.rect.width * 0.5f;
|
||||||
|
float leftTarget = -(halfWidth + 24f);
|
||||||
|
float rightTarget = halfWidth + 24f;
|
||||||
|
bootUI.LeftPanel.anchoredPosition = new Vector2(Mathf.Lerp(0f, leftTarget, eased), 0f);
|
||||||
|
bootUI.RightPanel.anchoredPosition = new Vector2(Mathf.Lerp(0f, rightTarget, eased), 0f);
|
||||||
|
|
||||||
|
Color textColor = bootUI.Text.color;
|
||||||
|
textColor.a = 1f - eased;
|
||||||
|
bootUI.Text.color = textColor;
|
||||||
|
|
||||||
|
yield return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
CameraTransform.localRotation = gameplayRotation;
|
||||||
|
|
||||||
|
if (bootUI.Canvas != null)
|
||||||
|
{
|
||||||
|
Destroy(bootUI.Canvas.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (InputController != null)
|
||||||
|
{
|
||||||
|
InputController.SetInputEnabled(true);
|
||||||
|
}
|
||||||
|
|
||||||
|
m_IsPlaying = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
private IEnumerator PlayBootText(TextMeshProUGUI label)
|
||||||
|
{
|
||||||
|
if (label == null || BootLines == null || BootLines.Length == 0)
|
||||||
|
{
|
||||||
|
yield break;
|
||||||
|
}
|
||||||
|
|
||||||
|
label.text = string.Empty;
|
||||||
|
float charDelay = CharacterPerSecond <= 0f ? 0f : 1f / CharacterPerSecond;
|
||||||
|
|
||||||
|
for (int i = 0; i < BootLines.Length; i++)
|
||||||
|
{
|
||||||
|
string line = BootLines[i];
|
||||||
|
for (int c = 0; c < line.Length; c++)
|
||||||
|
{
|
||||||
|
label.text += line[c];
|
||||||
|
if (charDelay > 0f)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(charDelay);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
if (i < BootLines.Length - 1)
|
||||||
|
{
|
||||||
|
label.text += "\n";
|
||||||
|
}
|
||||||
|
|
||||||
|
if (LinePause > 0f)
|
||||||
|
{
|
||||||
|
yield return new WaitForSeconds(LinePause);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private BootUI CreateBootUI()
|
||||||
|
{
|
||||||
|
BootUI ui = new BootUI();
|
||||||
|
|
||||||
|
GameObject canvasGO = new GameObject("RobotBootCanvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||||
|
Canvas canvas = canvasGO.GetComponent<Canvas>();
|
||||||
|
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||||
|
canvas.sortingOrder = 5000;
|
||||||
|
|
||||||
|
CanvasScaler scaler = canvasGO.GetComponent<CanvasScaler>();
|
||||||
|
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||||
|
scaler.referenceResolution = new Vector2(1920f, 1080f);
|
||||||
|
scaler.matchWidthOrHeight = 0.5f;
|
||||||
|
|
||||||
|
RectTransform root = canvasGO.GetComponent<RectTransform>();
|
||||||
|
root.anchorMin = Vector2.zero;
|
||||||
|
root.anchorMax = Vector2.one;
|
||||||
|
root.offsetMin = Vector2.zero;
|
||||||
|
root.offsetMax = Vector2.zero;
|
||||||
|
|
||||||
|
RectTransform leftPanel = CreatePanel("LeftPanel", root, true);
|
||||||
|
RectTransform rightPanel = CreatePanel("RightPanel", root, false);
|
||||||
|
TextMeshProUGUI label = CreateBootLabel(root);
|
||||||
|
|
||||||
|
ui.Canvas = canvas;
|
||||||
|
ui.LeftPanel = leftPanel;
|
||||||
|
ui.RightPanel = rightPanel;
|
||||||
|
ui.Text = label;
|
||||||
|
|
||||||
|
return ui;
|
||||||
|
}
|
||||||
|
|
||||||
|
private RectTransform CreatePanel(string panelName, RectTransform parent, bool isLeft)
|
||||||
|
{
|
||||||
|
GameObject panelGO = new GameObject(panelName, typeof(RectTransform), typeof(Image));
|
||||||
|
RectTransform rect = panelGO.GetComponent<RectTransform>();
|
||||||
|
rect.SetParent(parent, false);
|
||||||
|
rect.anchorMin = isLeft ? new Vector2(0f, 0f) : new Vector2(0.5f, 0f);
|
||||||
|
rect.anchorMax = isLeft ? new Vector2(0.5f, 1f) : new Vector2(1f, 1f);
|
||||||
|
rect.pivot = new Vector2(0.5f, 0.5f);
|
||||||
|
rect.offsetMin = Vector2.zero;
|
||||||
|
rect.offsetMax = Vector2.zero;
|
||||||
|
rect.anchoredPosition = Vector2.zero;
|
||||||
|
|
||||||
|
Image image = panelGO.GetComponent<Image>();
|
||||||
|
image.color = Color.black;
|
||||||
|
|
||||||
|
return rect;
|
||||||
|
}
|
||||||
|
|
||||||
|
private TextMeshProUGUI CreateBootLabel(RectTransform parent)
|
||||||
|
{
|
||||||
|
GameObject textGO = new GameObject("BootText", typeof(RectTransform), typeof(TextMeshProUGUI));
|
||||||
|
RectTransform rect = textGO.GetComponent<RectTransform>();
|
||||||
|
rect.SetParent(parent, false);
|
||||||
|
rect.anchorMin = new Vector2(0.13f, 0.5f);
|
||||||
|
rect.anchorMax = new Vector2(0.13f, 0.5f);
|
||||||
|
rect.pivot = new Vector2(0f, 0.5f);
|
||||||
|
rect.sizeDelta = new Vector2(980f, 380f);
|
||||||
|
|
||||||
|
TextMeshProUGUI text = textGO.GetComponent<TextMeshProUGUI>();
|
||||||
|
text.text = string.Empty;
|
||||||
|
text.fontSize = 40f;
|
||||||
|
text.alignment = TextAlignmentOptions.Left;
|
||||||
|
text.color = BootTextColor;
|
||||||
|
text.textWrappingMode = TextWrappingModes.Normal;
|
||||||
|
|
||||||
|
return text;
|
||||||
|
}
|
||||||
|
}
|
||||||
11
Assets/Code/Scripts/Player/RobotBootSequence.cs.meta
Normal file
11
Assets/Code/Scripts/Player/RobotBootSequence.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 6ef6855cd57b4f94b47f410d47e89ff1
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
8
Assets/Code/Scripts/Rendering.meta
Normal file
8
Assets/Code/Scripts/Rendering.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 97a4ae8015df4732ac9524441048a765
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
123
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs
Normal file
123
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs
Normal file
@@ -0,0 +1,123 @@
|
|||||||
|
// using UnityEngine;
|
||||||
|
// using UnityEngine.Rendering;
|
||||||
|
// using UnityEngine.Rendering.RenderGraphModule;
|
||||||
|
// using UnityEngine.Rendering.RenderGraphModule.Util;
|
||||||
|
// using UnityEngine.Rendering.Universal;
|
||||||
|
|
||||||
|
// public class CRTRendererFeature : ScriptableRendererFeature
|
||||||
|
// {
|
||||||
|
// [System.Serializable]
|
||||||
|
// public class CRTSettings
|
||||||
|
// {
|
||||||
|
// public bool EffectEnabled = true;
|
||||||
|
// public RenderPassEvent PassEvent = RenderPassEvent.AfterRenderingPostProcessing;
|
||||||
|
// public Shader CRTShader;
|
||||||
|
|
||||||
|
// [Range(0f, 1f)] public float Intensity = 0.65f;
|
||||||
|
// [Range(0f, 2f)] public float ScanlineDensity = 1.2f;
|
||||||
|
// [Range(0f, 1f)] public float ScanlineStrength = 0.18f;
|
||||||
|
// [Range(0f, 0.2f)] public float Curvature = 0.04f;
|
||||||
|
// [Range(0f, 1f)] public float VignetteStrength = 0.28f;
|
||||||
|
// [Range(0f, 0.05f)] public float ChromaticAberration = 0.004f;
|
||||||
|
// [Range(0f, 0.2f)] public float NoiseStrength = 0.03f;
|
||||||
|
// [Range(0f, 0.1f)] public float FlickerStrength = 0.015f;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// class CRTPass : ScriptableRenderPass
|
||||||
|
// {
|
||||||
|
// private Material m_Material;
|
||||||
|
// private CRTSettings m_Settings;
|
||||||
|
|
||||||
|
// public void Setup(Material material, CRTSettings settings)
|
||||||
|
// {
|
||||||
|
// m_Material = material;
|
||||||
|
// m_Settings = settings;
|
||||||
|
// renderPassEvent = settings.PassEvent;
|
||||||
|
// requiresIntermediateTexture = true;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
|
||||||
|
// {
|
||||||
|
// if (m_Material == null || m_Settings == null || !m_Settings.EffectEnabled)
|
||||||
|
// {
|
||||||
|
// return;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// UniversalResourceData resourceData = frameData.Get<UniversalResourceData>();
|
||||||
|
// if (resourceData.isActiveTargetBackBuffer)
|
||||||
|
// {
|
||||||
|
// return;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// m_Material.SetFloat("_Intensity", m_Settings.Intensity);
|
||||||
|
// m_Material.SetFloat("_ScanlineDensity", m_Settings.ScanlineDensity);
|
||||||
|
// m_Material.SetFloat("_ScanlineStrength", m_Settings.ScanlineStrength);
|
||||||
|
// m_Material.SetFloat("_Curvature", m_Settings.Curvature);
|
||||||
|
// m_Material.SetFloat("_VignetteStrength", m_Settings.VignetteStrength);
|
||||||
|
// m_Material.SetFloat("_ChromaticAberration", m_Settings.ChromaticAberration);
|
||||||
|
// m_Material.SetFloat("_NoiseStrength", m_Settings.NoiseStrength);
|
||||||
|
// m_Material.SetFloat("_FlickerStrength", m_Settings.FlickerStrength);
|
||||||
|
|
||||||
|
// TextureHandle source = resourceData.activeColorTexture;
|
||||||
|
// TextureDesc destinationDesc = renderGraph.GetTextureDesc(source);
|
||||||
|
// destinationDesc.name = "CameraColor-CRT";
|
||||||
|
// destinationDesc.clearBuffer = false;
|
||||||
|
|
||||||
|
// TextureHandle destination = renderGraph.CreateTexture(destinationDesc);
|
||||||
|
// RenderGraphUtils.BlitMaterialParameters blitParams = new(source, destination, m_Material, 0);
|
||||||
|
// renderGraph.AddBlitPass(blitParams, "CRT Effect");
|
||||||
|
|
||||||
|
// resourceData.cameraColor = destination;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// public void Dispose()
|
||||||
|
// {
|
||||||
|
// // RenderGraph path does not allocate persistent RTHandles in this pass.
|
||||||
|
// }
|
||||||
|
// }
|
||||||
|
|
||||||
|
// public CRTSettings Settings = new();
|
||||||
|
|
||||||
|
// private CRTPass m_Pass;
|
||||||
|
// private Material m_Material;
|
||||||
|
|
||||||
|
// public override void Create()
|
||||||
|
// {
|
||||||
|
// if (Settings.CRTShader == null)
|
||||||
|
// {
|
||||||
|
// Settings.CRTShader = Shader.Find("Hidden/HeadlessHazard/CRT");
|
||||||
|
// }
|
||||||
|
|
||||||
|
// if (Settings.CRTShader != null)
|
||||||
|
// {
|
||||||
|
// m_Material = CoreUtils.CreateEngineMaterial(Settings.CRTShader);
|
||||||
|
// }
|
||||||
|
|
||||||
|
// m_Pass ??= new CRTPass();
|
||||||
|
// }
|
||||||
|
|
||||||
|
// public override void AddRenderPasses(ScriptableRenderer renderer, ref RenderingData renderingData)
|
||||||
|
// {
|
||||||
|
// if (m_Material == null || !Settings.EffectEnabled)
|
||||||
|
// {
|
||||||
|
// return;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// if (renderingData.cameraData.cameraType != CameraType.Game)
|
||||||
|
// {
|
||||||
|
// return;
|
||||||
|
// }
|
||||||
|
|
||||||
|
// m_Pass.Setup(m_Material, Settings);
|
||||||
|
// renderer.EnqueuePass(m_Pass);
|
||||||
|
// }
|
||||||
|
|
||||||
|
// protected override void Dispose(bool disposing)
|
||||||
|
// {
|
||||||
|
// m_Pass?.Dispose();
|
||||||
|
// m_Pass = null;
|
||||||
|
|
||||||
|
// CoreUtils.Destroy(m_Material);
|
||||||
|
// m_Material = null;
|
||||||
|
// }
|
||||||
|
// }
|
||||||
11
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs.meta
Normal file
11
Assets/Code/Scripts/Rendering/CRTRendererFeature.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 4f2de7a6cfbd47c8bc740d43bb991205
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
8
Assets/Code/Scripts/UI.meta
Normal file
8
Assets/Code/Scripts/UI.meta
Normal file
@@ -0,0 +1,8 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: e88664529cd503644b2b92f055895969
|
||||||
|
folderAsset: yes
|
||||||
|
DefaultImporter:
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|
externalObjects: {}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
379
Assets/Code/Scripts/UI/MainMenuUI.cs
Normal file
379
Assets/Code/Scripts/UI/MainMenuUI.cs
Normal file
@@ -0,0 +1,379 @@
|
|||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.EventSystems;
|
||||||
|
using UnityEngine.UI;
|
||||||
|
using TMPro;
|
||||||
|
#if ENABLE_INPUT_SYSTEM
|
||||||
|
using UnityEngine.InputSystem.UI;
|
||||||
|
#endif
|
||||||
|
|
||||||
|
public class RetroMainMenuUI : MonoBehaviour
|
||||||
|
{
|
||||||
|
private Canvas m_MenuCanvas;
|
||||||
|
private bool m_MenuActive;
|
||||||
|
|
||||||
|
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)]
|
||||||
|
private static void Bootstrap()
|
||||||
|
{
|
||||||
|
if (Object.FindFirstObjectByType<RetroMainMenuUI>() != null)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
GameObject root = new("RetroMainMenuUI");
|
||||||
|
root.AddComponent<RetroMainMenuUI>();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void Awake()
|
||||||
|
{
|
||||||
|
m_MenuActive = true;
|
||||||
|
Time.timeScale = 0f;
|
||||||
|
ApplyMenuCursorState();
|
||||||
|
|
||||||
|
BuildMenu();
|
||||||
|
EnsureEventSystem();
|
||||||
|
|
||||||
|
UnityEngine.SceneManagement.SceneManager.sceneLoaded += OnSceneLoaded;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDestroy()
|
||||||
|
{
|
||||||
|
UnityEngine.SceneManagement.SceneManager.sceneLoaded -= OnSceneLoaded;
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnSceneLoaded(UnityEngine.SceneManagement.Scene scene, UnityEngine.SceneManagement.LoadSceneMode mode)
|
||||||
|
{
|
||||||
|
// Check again when the scene finishes loading to remove any baked-in duplicate EventSystems
|
||||||
|
EnsureEventSystem();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void LateUpdate()
|
||||||
|
{
|
||||||
|
if (!m_MenuActive)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Some gameplay scripts lock the cursor during Start/Update.
|
||||||
|
// Force menu cursor state while the menu is active.
|
||||||
|
ApplyMenuCursorState();
|
||||||
|
}
|
||||||
|
|
||||||
|
private void BuildMenu()
|
||||||
|
{
|
||||||
|
Color bgColor = HexToColor("001e26");
|
||||||
|
Color panelColor = HexToColor("517567");
|
||||||
|
Color titleColor = HexToColor("f3d58d");
|
||||||
|
Color TextNormalColor = HexToColor("eb9843");
|
||||||
|
Color textWarningColor = HexToColor("c12204");
|
||||||
|
Color shadowColor = HexToColor("520805");
|
||||||
|
|
||||||
|
GameObject canvasObject = new("MainMenuCanvas");
|
||||||
|
Canvas canvas = canvasObject.AddComponent<Canvas>();
|
||||||
|
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||||
|
canvas.sortingOrder = 10000;
|
||||||
|
m_MenuCanvas = canvas;
|
||||||
|
|
||||||
|
CanvasScaler scaler = canvasObject.AddComponent<CanvasScaler>();
|
||||||
|
scaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
|
||||||
|
scaler.referenceResolution = new Vector2(1920f, 1080f);
|
||||||
|
scaler.matchWidthOrHeight = 0.5f;
|
||||||
|
|
||||||
|
canvasObject.AddComponent<GraphicRaycaster>();
|
||||||
|
|
||||||
|
// Background
|
||||||
|
GameObject background = CreateImage("Background", canvasObject.transform, bgColor);
|
||||||
|
StretchToFull(background.GetComponent<RectTransform>());
|
||||||
|
|
||||||
|
// Decorative horizontal lines (scanline aesthetic)
|
||||||
|
CreateLine("TopLine", background.transform, new Rect(0, -60, 0, 4), panelColor, AnchorPreset.TopStretch);
|
||||||
|
CreateLine("BotLine", background.transform, new Rect(0, 60, 0, 4), panelColor, AnchorPreset.BottomStretch);
|
||||||
|
|
||||||
|
// --- LEFT PANEL ---
|
||||||
|
GameObject leftPanel = new GameObject("LeftPanel", typeof(RectTransform));
|
||||||
|
leftPanel.transform.SetParent(canvasObject.transform, false);
|
||||||
|
RectTransform leftRect = leftPanel.GetComponent<RectTransform>();
|
||||||
|
leftRect.anchorMin = new Vector2(0.08f, 0.1f);
|
||||||
|
leftRect.anchorMax = new Vector2(0.45f, 0.9f);
|
||||||
|
leftRect.offsetMin = Vector2.zero;
|
||||||
|
leftRect.offsetMax = Vector2.zero;
|
||||||
|
|
||||||
|
// Title
|
||||||
|
TextMeshProUGUI titleText = CreateTMP("Title", leftPanel.transform, "HEADLESS HAZARD", titleColor, 72, TextAlignmentOptions.BottomLeft);
|
||||||
|
RectTransform titleRect = titleText.GetComponent<RectTransform>();
|
||||||
|
titleRect.anchorMin = new Vector2(0f, 0.85f);
|
||||||
|
titleRect.anchorMax = new Vector2(1f, 1f);
|
||||||
|
titleRect.offsetMin = Vector2.zero;
|
||||||
|
titleRect.offsetMax = Vector2.zero;
|
||||||
|
titleText.fontStyle = FontStyles.Bold;
|
||||||
|
|
||||||
|
// Title Shadow
|
||||||
|
TextMeshProUGUI titleShadow = CreateTMP("TitleShadow", leftPanel.transform, "HEADLESS HAZARD", shadowColor, 72, TextAlignmentOptions.BottomLeft);
|
||||||
|
RectTransform shadowRect = titleShadow.GetComponent<RectTransform>();
|
||||||
|
shadowRect.anchorMin = new Vector2(0f, 0.85f);
|
||||||
|
shadowRect.anchorMax = new Vector2(1f, 1f);
|
||||||
|
shadowRect.offsetMin = new Vector2(4f, -4f); // apply drop shadow offset
|
||||||
|
shadowRect.offsetMax = new Vector2(4f, -4f);
|
||||||
|
titleShadow.fontStyle = FontStyles.Bold;
|
||||||
|
titleShadow.transform.SetSiblingIndex(0); // push behind title
|
||||||
|
|
||||||
|
// Subtitle / Decorative Status
|
||||||
|
TextMeshProUGUI subText = CreateTMP("Subtitle", leftPanel.transform, "SYSTEM_BOOT // OS.ACTIVE_ ", panelColor, 20, TextAlignmentOptions.TopLeft);
|
||||||
|
RectTransform subRect = subText.GetComponent<RectTransform>();
|
||||||
|
subRect.anchorMin = new Vector2(0f, 0.80f);
|
||||||
|
subRect.anchorMax = new Vector2(1f, 0.85f);
|
||||||
|
subRect.offsetMin = Vector2.zero;
|
||||||
|
subRect.offsetMax = Vector2.zero;
|
||||||
|
|
||||||
|
// Button Group
|
||||||
|
GameObject buttonGroup = new("ButtonGroup", typeof(RectTransform), typeof(VerticalLayoutGroup));
|
||||||
|
buttonGroup.transform.SetParent(leftPanel.transform, false);
|
||||||
|
RectTransform groupRect = buttonGroup.GetComponent<RectTransform>();
|
||||||
|
groupRect.anchorMin = new Vector2(0f, 0f);
|
||||||
|
groupRect.anchorMax = new Vector2(1f, 0.65f);
|
||||||
|
groupRect.offsetMin = Vector2.zero;
|
||||||
|
groupRect.offsetMax = Vector2.zero;
|
||||||
|
|
||||||
|
VerticalLayoutGroup layout = buttonGroup.GetComponent<VerticalLayoutGroup>();
|
||||||
|
layout.childAlignment = TextAnchor.UpperLeft;
|
||||||
|
layout.spacing = 16f;
|
||||||
|
layout.childControlWidth = true;
|
||||||
|
layout.childControlHeight = false;
|
||||||
|
|
||||||
|
CreateTextButton(buttonGroup.transform, "> INITIALIZE_PLAY", TextNormalColor, titleColor, () =>
|
||||||
|
{
|
||||||
|
Debug.Log("Play clicked.");
|
||||||
|
OnPlayClicked();
|
||||||
|
});
|
||||||
|
|
||||||
|
CreateTextButton(buttonGroup.transform, "> CONFIGURE_PARAMS", TextNormalColor, titleColor, () =>
|
||||||
|
{
|
||||||
|
Debug.Log("Options clicked.");
|
||||||
|
});
|
||||||
|
|
||||||
|
CreateTextButton(buttonGroup.transform, "> TERMINATE_PROCESS", TextNormalColor, textWarningColor, () =>
|
||||||
|
{
|
||||||
|
Debug.Log("Quit clicked.");
|
||||||
|
#if UNITY_EDITOR
|
||||||
|
UnityEditor.EditorApplication.isPlaying = false;
|
||||||
|
#else
|
||||||
|
Application.Quit();
|
||||||
|
#endif
|
||||||
|
});
|
||||||
|
|
||||||
|
|
||||||
|
// --- RIGHT PANEL (Level Info) ---
|
||||||
|
GameObject rightPanel = new GameObject("RightPanel", typeof(RectTransform));
|
||||||
|
rightPanel.transform.SetParent(canvasObject.transform, false);
|
||||||
|
RectTransform rightRect = rightPanel.GetComponent<RectTransform>();
|
||||||
|
rightRect.anchorMin = new Vector2(0.55f, 0.4f);
|
||||||
|
rightRect.anchorMax = new Vector2(0.92f, 0.82f);
|
||||||
|
rightRect.offsetMin = Vector2.zero;
|
||||||
|
rightRect.offsetMax = Vector2.zero;
|
||||||
|
|
||||||
|
// Right side Border lines
|
||||||
|
CreateLine("R_Top", rightPanel.transform, new Rect(0, 0, 0, 2), panelColor, AnchorPreset.TopStretch);
|
||||||
|
CreateLine("R_Bot", rightPanel.transform, new Rect(0, 0, 0, 2), panelColor, AnchorPreset.BottomStretch);
|
||||||
|
CreateLine("R_Left", rightPanel.transform, new Rect(0, 0, 2, 0), panelColor, AnchorPreset.LeftStretch);
|
||||||
|
CreateLine("R_Right", rightPanel.transform, new Rect(0, 0, 2, 0), panelColor, AnchorPreset.RightStretch);
|
||||||
|
|
||||||
|
// Right Panel Headers
|
||||||
|
TextMeshProUGUI headerText = CreateTMP("LevelHeader", rightPanel.transform, "CURRENT_SECTOR", panelColor, 24, TextAlignmentOptions.TopLeft);
|
||||||
|
headerText.GetComponent<RectTransform>().anchorMin = new Vector2(0f, 1f);
|
||||||
|
headerText.GetComponent<RectTransform>().anchorMax = new Vector2(1f, 1f);
|
||||||
|
headerText.GetComponent<RectTransform>().anchoredPosition = new Vector2(20f, -20f);
|
||||||
|
|
||||||
|
// Big Level Text
|
||||||
|
TextMeshProUGUI levelText = CreateTMP("LevelNumber", rightPanel.transform, "LEVEL 01", textWarningColor, 140, TextAlignmentOptions.Center);
|
||||||
|
StretchToFull(levelText.GetComponent<RectTransform>());
|
||||||
|
levelText.fontStyle = FontStyles.Bold;
|
||||||
|
|
||||||
|
// Decorative status
|
||||||
|
TextMeshProUGUI statusText = CreateTMP("LevelStatus", rightPanel.transform, "[ STATUS: OPTIMAL ]", panelColor, 24, TextAlignmentOptions.BottomRight);
|
||||||
|
statusText.GetComponent<RectTransform>().anchorMin = new Vector2(0f, 0f);
|
||||||
|
statusText.GetComponent<RectTransform>().anchorMax = new Vector2(1f, 0f);
|
||||||
|
statusText.GetComponent<RectTransform>().anchoredPosition = new Vector2(-20f, 20f);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnPlayClicked()
|
||||||
|
{
|
||||||
|
m_MenuActive = false;
|
||||||
|
Time.timeScale = 1f;
|
||||||
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
Cursor.visible = false;
|
||||||
|
|
||||||
|
if (m_MenuCanvas != null)
|
||||||
|
{
|
||||||
|
Destroy(m_MenuCanvas.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
Destroy(gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static GameObject CreateTextButton(
|
||||||
|
Transform parent,
|
||||||
|
string label,
|
||||||
|
Color normalColor,
|
||||||
|
Color highlightColor,
|
||||||
|
UnityEngine.Events.UnityAction clickAction)
|
||||||
|
{
|
||||||
|
GameObject buttonObject = new(label, typeof(RectTransform), typeof(TextMeshProUGUI), typeof(Button));
|
||||||
|
buttonObject.transform.SetParent(parent, false);
|
||||||
|
|
||||||
|
RectTransform rect = buttonObject.GetComponent<RectTransform>();
|
||||||
|
rect.sizeDelta = new Vector2(0f, 60f); // Height 60, width auto-controlled by LayoutGroup
|
||||||
|
|
||||||
|
TextMeshProUGUI text = buttonObject.GetComponent<TextMeshProUGUI>();
|
||||||
|
text.text = label;
|
||||||
|
text.fontSize = 38;
|
||||||
|
text.alignment = TextAlignmentOptions.Left;
|
||||||
|
text.color = Color.white; // Button tint applies on top of white
|
||||||
|
text.textWrappingMode = TextWrappingModes.NoWrap;
|
||||||
|
|
||||||
|
Button button = buttonObject.GetComponent<Button>();
|
||||||
|
button.targetGraphic = text;
|
||||||
|
button.transition = Selectable.Transition.ColorTint;
|
||||||
|
|
||||||
|
ColorBlock colors = button.colors;
|
||||||
|
colors.normalColor = normalColor;
|
||||||
|
colors.highlightedColor = highlightColor;
|
||||||
|
colors.pressedColor = highlightColor;
|
||||||
|
colors.selectedColor = highlightColor;
|
||||||
|
colors.disabledColor = Color.gray;
|
||||||
|
colors.colorMultiplier = 1f;
|
||||||
|
colors.fadeDuration = 0.1f;
|
||||||
|
button.colors = colors;
|
||||||
|
|
||||||
|
button.onClick.AddListener(clickAction);
|
||||||
|
|
||||||
|
return buttonObject;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static TextMeshProUGUI CreateTMP(string name, Transform parent, string textStr, Color color, float size, TextAlignmentOptions align)
|
||||||
|
{
|
||||||
|
GameObject go = new GameObject(name, typeof(RectTransform), typeof(TextMeshProUGUI));
|
||||||
|
go.transform.SetParent(parent, false);
|
||||||
|
TextMeshProUGUI tmp = go.GetComponent<TextMeshProUGUI>();
|
||||||
|
tmp.text = textStr;
|
||||||
|
tmp.color = color;
|
||||||
|
tmp.fontSize = size;
|
||||||
|
tmp.alignment = align;
|
||||||
|
tmp.textWrappingMode = TextWrappingModes.NoWrap;
|
||||||
|
return tmp;
|
||||||
|
}
|
||||||
|
|
||||||
|
enum AnchorPreset { TopStretch, BottomStretch, LeftStretch, RightStretch }
|
||||||
|
private static GameObject CreateLine(string name, Transform parent, Rect details, Color color, AnchorPreset preset)
|
||||||
|
{
|
||||||
|
GameObject line = CreateImage(name, parent, color);
|
||||||
|
RectTransform rect = line.GetComponent<RectTransform>();
|
||||||
|
|
||||||
|
switch (preset)
|
||||||
|
{
|
||||||
|
case AnchorPreset.TopStretch:
|
||||||
|
rect.anchorMin = new Vector2(0, 1);
|
||||||
|
rect.anchorMax = new Vector2(1, 1);
|
||||||
|
rect.sizeDelta = new Vector2(details.width, details.height);
|
||||||
|
rect.anchoredPosition = new Vector2(details.x, details.y);
|
||||||
|
break;
|
||||||
|
case AnchorPreset.BottomStretch:
|
||||||
|
rect.anchorMin = new Vector2(0, 0);
|
||||||
|
rect.anchorMax = new Vector2(1, 0);
|
||||||
|
rect.sizeDelta = new Vector2(details.width, details.height);
|
||||||
|
rect.anchoredPosition = new Vector2(details.x, details.y);
|
||||||
|
break;
|
||||||
|
case AnchorPreset.LeftStretch:
|
||||||
|
rect.anchorMin = new Vector2(0, 0);
|
||||||
|
rect.anchorMax = new Vector2(0, 1);
|
||||||
|
rect.sizeDelta = new Vector2(details.width, details.height);
|
||||||
|
rect.anchoredPosition = new Vector2(details.x, details.y);
|
||||||
|
break;
|
||||||
|
case AnchorPreset.RightStretch:
|
||||||
|
rect.anchorMin = new Vector2(1, 0);
|
||||||
|
rect.anchorMax = new Vector2(1, 1);
|
||||||
|
rect.sizeDelta = new Vector2(details.width, details.height);
|
||||||
|
rect.anchoredPosition = new Vector2(details.x, details.y);
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
|
||||||
|
return line;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static GameObject CreateImage(string name, Transform parent, Color color)
|
||||||
|
{
|
||||||
|
GameObject imageObject = new(name, typeof(RectTransform), typeof(Image));
|
||||||
|
imageObject.transform.SetParent(parent, false);
|
||||||
|
Image image = imageObject.GetComponent<Image>();
|
||||||
|
image.color = color;
|
||||||
|
return imageObject;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void StretchToFull(RectTransform rect)
|
||||||
|
{
|
||||||
|
rect.anchorMin = Vector2.zero;
|
||||||
|
rect.anchorMax = Vector2.one;
|
||||||
|
rect.offsetMin = Vector2.zero;
|
||||||
|
rect.offsetMax = Vector2.zero;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static Color HexToColor(string hex)
|
||||||
|
{
|
||||||
|
if (ColorUtility.TryParseHtmlString("#" + hex, out Color color))
|
||||||
|
{
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
|
||||||
|
return Color.magenta;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void ApplyMenuCursorState()
|
||||||
|
{
|
||||||
|
Cursor.lockState = CursorLockMode.None;
|
||||||
|
Cursor.visible = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void EnsureEventSystem()
|
||||||
|
{
|
||||||
|
EventSystem[] allEventSystems = Object.FindObjectsByType<EventSystem>(FindObjectsInactive.Include, FindObjectsSortMode.None);
|
||||||
|
EventSystem eventSystem;
|
||||||
|
if (allEventSystems.Length == 0)
|
||||||
|
{
|
||||||
|
GameObject eventSystemObject = new("EventSystem", typeof(EventSystem));
|
||||||
|
eventSystem = eventSystemObject.GetComponent<EventSystem>();
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
eventSystem = allEventSystems[0];
|
||||||
|
|
||||||
|
for (int i = 1; i < allEventSystems.Length; i++)
|
||||||
|
{
|
||||||
|
if (allEventSystems[i] != null)
|
||||||
|
{
|
||||||
|
Destroy(allEventSystems[i].gameObject);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
EnsureCompatibleInputModule(eventSystem.gameObject);
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void EnsureCompatibleInputModule(GameObject eventSystemObject)
|
||||||
|
{
|
||||||
|
#if ENABLE_INPUT_SYSTEM
|
||||||
|
StandaloneInputModule standaloneModule = eventSystemObject.GetComponent<StandaloneInputModule>();
|
||||||
|
if (standaloneModule != null)
|
||||||
|
{
|
||||||
|
Destroy(standaloneModule);
|
||||||
|
}
|
||||||
|
|
||||||
|
if (eventSystemObject.GetComponent<InputSystemUIInputModule>() == null)
|
||||||
|
{
|
||||||
|
eventSystemObject.AddComponent<InputSystemUIInputModule>();
|
||||||
|
}
|
||||||
|
#else
|
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if (eventSystemObject.GetComponent<StandaloneInputModule>() == null)
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{
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eventSystemObject.AddComponent<StandaloneInputModule>();
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}
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#endif
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}
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}
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2
Assets/Code/Scripts/UI/MainMenuUI.cs.meta
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2
Assets/Code/Scripts/UI/MainMenuUI.cs.meta
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97
Assets/Code/Shaders/CRTScreenEffect.shader
Normal file
97
Assets/Code/Shaders/CRTScreenEffect.shader
Normal file
@@ -0,0 +1,97 @@
|
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|
Shader "Hidden/HeadlessHazard/CRT"
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|
{
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|
Properties
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|
{
|
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|
_Intensity ("Intensity", Range(0,1)) = 0.65
|
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|
_ScanlineDensity ("Scanline Density", Range(0,2)) = 1.2
|
||||||
|
_ScanlineStrength ("Scanline Strength", Range(0,1)) = 0.18
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|
_Curvature ("Curvature", Range(0,0.2)) = 0.04
|
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|
_VignetteStrength ("Vignette Strength", Range(0,1)) = 0.28
|
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|
_ChromaticAberration ("Chromatic Aberration", Range(0,0.05)) = 0.004
|
||||||
|
_NoiseStrength ("Noise Strength", Range(0,0.2)) = 0.03
|
||||||
|
_FlickerStrength ("Flicker Strength", Range(0,0.1)) = 0.015
|
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|
}
|
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|
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|
SubShader
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|
{
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|
Tags { "RenderPipeline" = "UniversalPipeline" }
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|
Pass
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|
{
|
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|
Name "CRT"
|
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|
ZWrite Off
|
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|
ZTest Always
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|
Cull Off
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|
Blend One Zero
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HLSLPROGRAM
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#pragma vertex Vert
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#pragma fragment Frag
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|
#pragma target 3.5
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|
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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|
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
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|
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|
float _Intensity;
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|
float _ScanlineDensity;
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|
float _ScanlineStrength;
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|
float _Curvature;
|
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|
float _VignetteStrength;
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|
float _ChromaticAberration;
|
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|
float _NoiseStrength;
|
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|
float _FlickerStrength;
|
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|
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|
float Random01(float2 seed)
|
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|
{
|
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|
return frac(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453);
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|
}
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|
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|
float2 DistortUV(float2 uv, float curvature)
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|
{
|
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|
float2 center = uv * 2.0 - 1.0;
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|
float radius2 = dot(center, center);
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|
center *= 1.0 + (radius2 * curvature);
|
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|
return center * 0.5 + 0.5;
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|
}
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|
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|
half4 Frag(Varyings input) : SV_Target
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|
{
|
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|
float2 uv = input.texcoord;
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|
float2 curvedUV = DistortUV(uv, _Curvature);
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|
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|
if (curvedUV.x < 0.0 || curvedUV.x > 1.0 || curvedUV.y < 0.0 || curvedUV.y > 1.0)
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|
{
|
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|
return half4(0.0, 0.0, 0.0, 1.0);
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|
}
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|
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|
float2 fromCenter = curvedUV - 0.5;
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|
float2 aberrationOffset = fromCenter * _ChromaticAberration;
|
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|
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|
half red = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV + aberrationOffset).r;
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|
half green = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV).g;
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|
half blue = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV - aberrationOffset).b;
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|
half3 color = half3(red, green, blue);
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|
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|
float scanlineWave = sin((curvedUV.y * _ScreenParams.y * 0.5 * _ScanlineDensity) + (_Time.y * 18.0));
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|
float scanlineMask = lerp(1.0, saturate(0.7 + 0.3 * scanlineWave), _ScanlineStrength);
|
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|
color *= scanlineMask;
|
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|
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|
float noise = Random01(curvedUV * _ScreenParams.xy + _Time.yy * 37.0) - 0.5;
|
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|
color += noise * _NoiseStrength;
|
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|
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|
float flicker = 1.0 - (_FlickerStrength * (0.5 + 0.5 * sin(_Time.y * 32.0)));
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|
color *= flicker;
|
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|
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|
float2 vignetteUV = curvedUV * (1.0 - curvedUV.yx);
|
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|
float vignette = saturate(pow(vignetteUV.x * vignetteUV.y * 18.0, 0.2));
|
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|
color *= lerp(1.0 - _VignetteStrength, 1.0, vignette);
|
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|
|
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|
half3 baseColor = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv).rgb;
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|
half3 finalColor = lerp(baseColor, color, _Intensity);
|
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|
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|
return half4(finalColor, 1.0);
|
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|
}
|
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|
ENDHLSL
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|
}
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|
}
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|
}
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10
Assets/Code/Shaders/CRTScreenEffect.shader.meta
Normal file
10
Assets/Code/Shaders/CRTScreenEffect.shader.meta
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354
Assets/Level/Prefabs/Dev/IndicatorBlock.prefab
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354
Assets/Level/Prefabs/Dev/IndicatorBlock.prefab
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3234
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9196
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9196
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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||||||
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||||||
|
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||||||
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||||||
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||||||
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open framework in which fonts may be shared and improved in partnership
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with others.
|
||||||
|
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||||||
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||||||
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||||||
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Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
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92
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Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
|
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|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
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|
This license is copied below, and is also available with a FAQ at:
|
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http://scripts.sil.org/OFL
|
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|
|
||||||
|
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
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|
-----------------------------------------------------------
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|
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PREAMBLE
|
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|
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||||
|
development of collaborative font projects, to support the font creation
|
||||||
|
efforts of academic and linguistic communities, and to provide a free and
|
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|
open framework in which fonts may be shared and improved in partnership
|
||||||
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with others.
|
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|
|
||||||
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The OFL allows the licensed fonts to be used, studied, modified and
|
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redistributed freely as long as they are not sold by themselves. The
|
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|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
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|
names are not used by derivative works. The fonts and derivatives,
|
||||||
|
however, cannot be released under any other type of license. The
|
||||||
|
requirement for fonts to remain under this license does not apply
|
||||||
|
to any document created using the fonts or their derivatives.
|
||||||
|
|
||||||
|
DEFINITIONS
|
||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
|
||||||
|
include source files, build scripts and documentation.
|
||||||
|
|
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|
"Reserved Font Name" refers to any names specified as such after the
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|
copyright statement(s).
|
||||||
|
|
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|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
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|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
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|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
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|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
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|
Permission is hereby granted, free of charge, to any person obtaining
|
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|
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|
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Software, subject to the following conditions:
|
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|
|
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|
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|
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|
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|
||||||
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|
||||||
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|
||||||
|
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|
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|
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|
3) No Modified Version of the Font Software may use the Reserved Font
|
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|
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|
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||||||
|
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|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
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Software shall not be used to promote, endorse or advertise any
|
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|
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|
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|
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||||||
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||||||
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||||||
|
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|
||||||
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|
||||||
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|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
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|
||||||
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|
||||||
|
DISCLAIMER
|
||||||
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|
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8
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Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - AFL.txt
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Executable file
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|
|||||||
|
|
||||||
|
Apache License
|
||||||
|
Version 2.0, January 2004
|
||||||
|
http://www.apache.org/licenses/
|
||||||
|
|
||||||
|
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
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|
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|
1. Definitions.
|
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|
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8
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Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
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http://scripts.sil.org/OFL
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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Some files were not shown because too many files have changed in this diff Show More
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