Compare commits
12 Commits
feat/add-j
...
fix/dev-ro
| Author | SHA1 | Date | |
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d906c93460 | ||
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e3852c7f60 | ||
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2dbe21ec62 | ||
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ceb4c54b9d | ||
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44d3ef02a3 | ||
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0fea90a480 | ||
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22764e933b | ||
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b98c72a10d | ||
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de9ea88cd2 | ||
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382e664b90 | ||
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200209df9a | ||
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fff812bd03 |
@@ -2,7 +2,7 @@
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|||||||
- Project name: HeadlessHazard
|
- Project name: HeadlessHazard
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||||||
- Unity version: Unity 6000.3.10f1
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- Unity version: Unity 6000.3.10f1
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||||||
- Active game object:
|
- Active game object:
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||||||
- Name: Button_3
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- Name: Head
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||||||
- Tag: Untagged
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- Tag: Player
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||||||
- Layer: Default
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- Layer: Default
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||||||
<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
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<!-- UNITY CODE ASSIST INSTRUCTIONS END -->
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||||||
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@@ -55,8 +55,7 @@ public class ButtonSequenceDoorPuzzle : MonoBehaviour
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if (button == null)
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if (button == null)
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continue;
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continue;
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int buttonIndex = i;
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UnityAction action = () => OnButtonPressed(i);
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UnityAction action = () => OnButtonPressed(buttonIndex);
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m_cachedListeners[i] = action;
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m_cachedListeners[i] = action;
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button.OnInteract.AddListener(action);
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button.OnInteract.AddListener(action);
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}
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}
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@@ -20,6 +20,7 @@ public class PressurePlateButton : MonoBehaviour
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public UnityEvent OnReleased;
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public UnityEvent OnReleased;
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||||||
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||||||
private readonly HashSet<Collider> m_validCollidersOnPlate = new HashSet<Collider>();
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private readonly HashSet<Collider> m_validCollidersOnPlate = new HashSet<Collider>();
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||||||
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private readonly HashSet<Collider> m_stayedThisPhysicsFrame = new HashSet<Collider>();
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||||||
private bool m_isPressed;
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private bool m_isPressed;
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||||||
private void Reset()
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private void Reset()
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@@ -42,8 +43,16 @@ public class PressurePlateButton : MonoBehaviour
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|||||||
}
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}
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}
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}
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||||||
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private void OnTriggerStay(Collider other)
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||||||
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{
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||||||
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if (IsValidActivator(other))
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||||||
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m_stayedThisPhysicsFrame.Add(other);
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||||||
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}
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||||||
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||||||
private void OnTriggerExit(Collider other)
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private void OnTriggerExit(Collider other)
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||||||
{
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{
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||||||
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m_stayedThisPhysicsFrame.Remove(other);
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||||||
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||||||
if (!m_validCollidersOnPlate.Remove(other))
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if (!m_validCollidersOnPlate.Remove(other))
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||||||
return;
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return;
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||||||
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|
||||||
@@ -54,6 +63,26 @@ public class PressurePlateButton : MonoBehaviour
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private void FixedUpdate()
|
||||||
|
{
|
||||||
|
if (m_validCollidersOnPlate.Count == 0)
|
||||||
|
{
|
||||||
|
m_stayedThisPhysicsFrame.Clear();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
m_validCollidersOnPlate.RemoveWhere(c => c == null || !c.enabled || !c.gameObject.activeInHierarchy);
|
||||||
|
|
||||||
|
m_validCollidersOnPlate.IntersectWith(m_stayedThisPhysicsFrame);
|
||||||
|
m_stayedThisPhysicsFrame.Clear();
|
||||||
|
|
||||||
|
if (m_validCollidersOnPlate.Count == 0 && m_isPressed)
|
||||||
|
{
|
||||||
|
m_isPressed = false;
|
||||||
|
OnReleased?.Invoke();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
private bool IsValidActivator(Collider other)
|
private bool IsValidActivator(Collider other)
|
||||||
{
|
{
|
||||||
if (((1 << other.gameObject.layer) & detectionMask) == 0)
|
if (((1 << other.gameObject.layer) & detectionMask) == 0)
|
||||||
|
|||||||
@@ -7,7 +7,7 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
public enum SlideDirection { Positive = 1, Negative = -1 }
|
public enum SlideDirection { Positive = 1, Negative = -1 }
|
||||||
|
|
||||||
[Header("Slide Settings")]
|
[Header("Slide Settings")]
|
||||||
[Tooltip("Local axis the door slides along.")]
|
[Tooltip("Axis in parent space (or world space if no parent) the door slides along.")]
|
||||||
[SerializeField] private SlideAxis axis = SlideAxis.X;
|
[SerializeField] private SlideAxis axis = SlideAxis.X;
|
||||||
|
|
||||||
[Tooltip("Which way along the axis the door opens.")]
|
[Tooltip("Which way along the axis the door opens.")]
|
||||||
@@ -36,7 +36,7 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
private void Awake()
|
private void Awake()
|
||||||
{
|
{
|
||||||
m_closedPos = transform.localPosition;
|
m_closedPos = transform.localPosition;
|
||||||
m_openPos = m_closedPos + GetSlideVector() * slideDistance;
|
m_openPos = m_closedPos + GetParentSpaceSlideVector() * slideDistance;
|
||||||
|
|
||||||
if (startOpen)
|
if (startOpen)
|
||||||
{
|
{
|
||||||
@@ -86,7 +86,7 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
Open();
|
Open();
|
||||||
}
|
}
|
||||||
|
|
||||||
private Vector3 GetSlideVector()
|
private Vector3 GetParentSpaceSlideVector()
|
||||||
{
|
{
|
||||||
float sign = (float)direction;
|
float sign = (float)direction;
|
||||||
return axis switch
|
return axis switch
|
||||||
@@ -98,14 +98,19 @@ public class SlidingDoor : MonoBehaviour
|
|||||||
};
|
};
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private Vector3 GetWorldSpaceSlideVector()
|
||||||
|
{
|
||||||
|
return transform.parent != null
|
||||||
|
? transform.parent.TransformDirection(GetParentSpaceSlideVector()).normalized
|
||||||
|
: GetParentSpaceSlideVector().normalized;
|
||||||
|
}
|
||||||
|
|
||||||
#if UNITY_EDITOR
|
#if UNITY_EDITOR
|
||||||
private void OnDrawGizmos()
|
private void OnDrawGizmos()
|
||||||
{
|
{
|
||||||
Vector3 worldClosed = transform.parent != null
|
Vector3 worldClosed = transform.position;
|
||||||
? transform.parent.TransformPoint(transform.localPosition)
|
|
||||||
: transform.position;
|
|
||||||
|
|
||||||
Vector3 slideVec = transform.TransformDirection(GetSlideVector()) * slideDistance;
|
Vector3 slideVec = GetWorldSpaceSlideVector() * slideDistance;
|
||||||
Gizmos.color = Color.cyan;
|
Gizmos.color = Color.cyan;
|
||||||
Gizmos.DrawLine(worldClosed, worldClosed + slideVec);
|
Gizmos.DrawLine(worldClosed, worldClosed + slideVec);
|
||||||
Gizmos.DrawWireSphere(worldClosed + slideVec, 0.08f);
|
Gizmos.DrawWireSphere(worldClosed + slideVec, 0.08f);
|
||||||
|
|||||||
@@ -32,8 +32,6 @@ public class WallInteractButton : MonoBehaviour
|
|||||||
private Vector3 m_buttonPressedPos;
|
private Vector3 m_buttonPressedPos;
|
||||||
private bool m_isVisuallyPressed;
|
private bool m_isVisuallyPressed;
|
||||||
|
|
||||||
public PlayerHeadController headController;
|
|
||||||
|
|
||||||
private void Reset()
|
private void Reset()
|
||||||
{
|
{
|
||||||
Collider col = GetComponent<Collider>();
|
Collider col = GetComponent<Collider>();
|
||||||
@@ -51,7 +49,7 @@ public class WallInteractButton : MonoBehaviour
|
|||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
if (!headController.isHoldingHead && m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
|
if (m_playerInRange && Keyboard.current != null && Keyboard.current[interactKey].wasPressedThisFrame)
|
||||||
{
|
{
|
||||||
TryInteract();
|
TryInteract();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -144,12 +144,13 @@ public class SubtitleSequencePlayer : MonoBehaviour
|
|||||||
|
|
||||||
float typeTime = 0f;
|
float typeTime = 0f;
|
||||||
int totalChars = line.text.Length;
|
int totalChars = line.text.Length;
|
||||||
|
int visibleChars = 0;
|
||||||
if (typewriterCharsPerSecond > 0f)
|
if (typewriterCharsPerSecond > 0f)
|
||||||
{
|
{
|
||||||
while (m_currentText.Length < totalChars)
|
while (m_currentText.Length < totalChars)
|
||||||
{
|
{
|
||||||
typeTime += Time.deltaTime;
|
typeTime += Time.deltaTime;
|
||||||
int visibleChars = Mathf.Clamp(Mathf.FloorToInt(typeTime * typewriterCharsPerSecond), 0, totalChars);
|
visibleChars = Mathf.Clamp(Mathf.FloorToInt(typeTime * typewriterCharsPerSecond), 0, totalChars);
|
||||||
m_currentText = line.text.Substring(0, visibleChars);
|
m_currentText = line.text.Substring(0, visibleChars);
|
||||||
yield return null;
|
yield return null;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,12 +5,10 @@ public class PlayerHeadController : MonoBehaviour
|
|||||||
public Transform Head;
|
public Transform Head;
|
||||||
public Transform CameraTransform;
|
public Transform CameraTransform;
|
||||||
|
|
||||||
public Transform BodyTransform;
|
public float ThrowForce = 10f;
|
||||||
|
public float PickupDistance = 3f;
|
||||||
|
|
||||||
|
public bool isHoldingHead = true;
|
||||||
public float ThrowForce;
|
|
||||||
public float PickupDistance;
|
|
||||||
public bool isHoldingHead;
|
|
||||||
|
|
||||||
private Rigidbody m_headRigidbody;
|
private Rigidbody m_headRigidbody;
|
||||||
|
|
||||||
@@ -30,13 +28,8 @@ public class PlayerHeadController : MonoBehaviour
|
|||||||
{
|
{
|
||||||
Cursor.lockState = CursorLockMode.Locked;
|
Cursor.lockState = CursorLockMode.Locked;
|
||||||
|
|
||||||
Vector3 offset = new Vector3(0f, -0.5f, 0.5f);
|
m_headInitialLocalPos = Head.localPosition;
|
||||||
|
m_headInitialLocalRot = Head.localRotation;
|
||||||
m_headInitialLocalPos = BodyTransform.localPosition + offset;
|
|
||||||
m_headInitialLocalRot = BodyTransform.localRotation;
|
|
||||||
m_headRigidbody = Head.GetComponent<Rigidbody>();
|
|
||||||
|
|
||||||
Head.SetParent(null);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void Update()
|
void Update()
|
||||||
@@ -62,7 +55,6 @@ public class PlayerHeadController : MonoBehaviour
|
|||||||
|
|
||||||
private void DropHead()
|
private void DropHead()
|
||||||
{
|
{
|
||||||
Debug.Log("DropHead");
|
|
||||||
animator.SetTrigger("Throw");
|
animator.SetTrigger("Throw");
|
||||||
|
|
||||||
isHoldingHead = false;
|
isHoldingHead = false;
|
||||||
@@ -80,7 +72,6 @@ public class PlayerHeadController : MonoBehaviour
|
|||||||
|
|
||||||
private void ThrowHead()
|
private void ThrowHead()
|
||||||
{
|
{
|
||||||
Debug.Log("ThrowHead");
|
|
||||||
if (!isHoldingHead)
|
if (!isHoldingHead)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
@@ -104,7 +95,6 @@ public class PlayerHeadController : MonoBehaviour
|
|||||||
|
|
||||||
private void PickupHead()
|
private void PickupHead()
|
||||||
{
|
{
|
||||||
Debug.Log("PickupHead");
|
|
||||||
isHoldingHead = true;
|
isHoldingHead = true;
|
||||||
|
|
||||||
if (m_headRigidbody != null)
|
if (m_headRigidbody != null)
|
||||||
|
|||||||
@@ -4,7 +4,6 @@ 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;
|
||||||
@@ -45,17 +44,6 @@ public class PlayerInputController : MonoBehaviour
|
|||||||
|
|
||||||
private void Update()
|
private void Update()
|
||||||
{
|
{
|
||||||
if (!InputEnabled)
|
|
||||||
{
|
|
||||||
MoveAmount = Vector2.zero;
|
|
||||||
LookAmount = Vector2.zero;
|
|
||||||
ShiftPressed = false;
|
|
||||||
JumpPressed = false;
|
|
||||||
ThrowPressed = false;
|
|
||||||
HeadInteractionPressed = false;
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
MoveAmount = m_moveAction.ReadValue<Vector2>();
|
MoveAmount = m_moveAction.ReadValue<Vector2>();
|
||||||
LookAmount = m_lookAction.ReadValue<Vector2>();
|
LookAmount = m_lookAction.ReadValue<Vector2>();
|
||||||
|
|
||||||
@@ -64,9 +52,4 @@ public class PlayerInputController : MonoBehaviour
|
|||||||
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
ThrowPressed = m_throwAction.WasPressedThisFrame();
|
||||||
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
HeadInteractionPressed = m_headInteractAction.WasPressedThisFrame();
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetInputEnabled(bool enabled)
|
|
||||||
{
|
|
||||||
InputEnabled = enabled;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
@@ -1,264 +0,0 @@
|
|||||||
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;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 97a4ae8015df4732ac9524441048a765
|
|
||||||
folderAsset: yes
|
|
||||||
DefaultImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
@@ -1,123 +0,0 @@
|
|||||||
// 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;
|
|
||||||
// }
|
|
||||||
// }
|
|
||||||
@@ -1,379 +0,0 @@
|
|||||||
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
|
|
||||||
if (eventSystemObject.GetComponent<StandaloneInputModule>() == null)
|
|
||||||
{
|
|
||||||
eventSystemObject.AddComponent<StandaloneInputModule>();
|
|
||||||
}
|
|
||||||
#endif
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,2 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 297533e46238b814989fcd5d46cf8927
|
|
||||||
@@ -1,97 +0,0 @@
|
|||||||
Shader "Hidden/HeadlessHazard/CRT"
|
|
||||||
{
|
|
||||||
Properties
|
|
||||||
{
|
|
||||||
_Intensity ("Intensity", Range(0,1)) = 0.65
|
|
||||||
_ScanlineDensity ("Scanline Density", Range(0,2)) = 1.2
|
|
||||||
_ScanlineStrength ("Scanline Strength", Range(0,1)) = 0.18
|
|
||||||
_Curvature ("Curvature", Range(0,0.2)) = 0.04
|
|
||||||
_VignetteStrength ("Vignette Strength", Range(0,1)) = 0.28
|
|
||||||
_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
|
|
||||||
}
|
|
||||||
|
|
||||||
SubShader
|
|
||||||
{
|
|
||||||
Tags { "RenderPipeline" = "UniversalPipeline" }
|
|
||||||
|
|
||||||
Pass
|
|
||||||
{
|
|
||||||
Name "CRT"
|
|
||||||
ZWrite Off
|
|
||||||
ZTest Always
|
|
||||||
Cull Off
|
|
||||||
Blend One Zero
|
|
||||||
|
|
||||||
HLSLPROGRAM
|
|
||||||
#pragma vertex Vert
|
|
||||||
#pragma fragment Frag
|
|
||||||
#pragma target 3.5
|
|
||||||
|
|
||||||
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
|
|
||||||
#include "Packages/com.unity.render-pipelines.core/Runtime/Utilities/Blit.hlsl"
|
|
||||||
|
|
||||||
float _Intensity;
|
|
||||||
float _ScanlineDensity;
|
|
||||||
float _ScanlineStrength;
|
|
||||||
float _Curvature;
|
|
||||||
float _VignetteStrength;
|
|
||||||
float _ChromaticAberration;
|
|
||||||
float _NoiseStrength;
|
|
||||||
float _FlickerStrength;
|
|
||||||
|
|
||||||
float Random01(float2 seed)
|
|
||||||
{
|
|
||||||
return frac(sin(dot(seed, float2(12.9898, 78.233))) * 43758.5453);
|
|
||||||
}
|
|
||||||
|
|
||||||
float2 DistortUV(float2 uv, float curvature)
|
|
||||||
{
|
|
||||||
float2 center = uv * 2.0 - 1.0;
|
|
||||||
float radius2 = dot(center, center);
|
|
||||||
center *= 1.0 + (radius2 * curvature);
|
|
||||||
return center * 0.5 + 0.5;
|
|
||||||
}
|
|
||||||
|
|
||||||
half4 Frag(Varyings input) : SV_Target
|
|
||||||
{
|
|
||||||
float2 uv = input.texcoord;
|
|
||||||
float2 curvedUV = DistortUV(uv, _Curvature);
|
|
||||||
|
|
||||||
if (curvedUV.x < 0.0 || curvedUV.x > 1.0 || curvedUV.y < 0.0 || curvedUV.y > 1.0)
|
|
||||||
{
|
|
||||||
return half4(0.0, 0.0, 0.0, 1.0);
|
|
||||||
}
|
|
||||||
|
|
||||||
float2 fromCenter = curvedUV - 0.5;
|
|
||||||
float2 aberrationOffset = fromCenter * _ChromaticAberration;
|
|
||||||
|
|
||||||
half red = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV + aberrationOffset).r;
|
|
||||||
half green = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV).g;
|
|
||||||
half blue = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, curvedUV - aberrationOffset).b;
|
|
||||||
half3 color = half3(red, green, blue);
|
|
||||||
|
|
||||||
float scanlineWave = sin((curvedUV.y * _ScreenParams.y * 0.5 * _ScanlineDensity) + (_Time.y * 18.0));
|
|
||||||
float scanlineMask = lerp(1.0, saturate(0.7 + 0.3 * scanlineWave), _ScanlineStrength);
|
|
||||||
color *= scanlineMask;
|
|
||||||
|
|
||||||
float noise = Random01(curvedUV * _ScreenParams.xy + _Time.yy * 37.0) - 0.5;
|
|
||||||
color += noise * _NoiseStrength;
|
|
||||||
|
|
||||||
float flicker = 1.0 - (_FlickerStrength * (0.5 + 0.5 * sin(_Time.y * 32.0)));
|
|
||||||
color *= flicker;
|
|
||||||
|
|
||||||
float2 vignetteUV = curvedUV * (1.0 - curvedUV.yx);
|
|
||||||
float vignette = saturate(pow(vignetteUV.x * vignetteUV.y * 18.0, 0.2));
|
|
||||||
color *= lerp(1.0 - _VignetteStrength, 1.0, vignette);
|
|
||||||
|
|
||||||
half3 baseColor = SAMPLE_TEXTURE2D_X(_BlitTexture, sampler_LinearClamp, uv).rgb;
|
|
||||||
half3 finalColor = lerp(baseColor, color, _Intensity);
|
|
||||||
|
|
||||||
return half4(finalColor, 1.0);
|
|
||||||
}
|
|
||||||
ENDHLSL
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,10 +0,0 @@
|
|||||||
fileFormatVersion: 2
|
|
||||||
guid: 0a9f7eb85c2f4f9f8ec82c8565f4e8b1
|
|
||||||
ShaderImporter:
|
|
||||||
externalObjects: {}
|
|
||||||
defaultTextures: []
|
|
||||||
nonModifiableTextures: []
|
|
||||||
preprocessorOverride: 0
|
|
||||||
userData:
|
|
||||||
assetBundleName:
|
|
||||||
assetBundleVariant:
|
|
||||||
19
Assets/Code/Subtitles/Level01IntroSubtitles.json
Normal file
19
Assets/Code/Subtitles/Level01IntroSubtitles.json
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
{
|
||||||
|
"lines": [
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "...Ici, quelque chose cloche.",
|
||||||
|
"duration": 2.5
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "Reste calme. Observe la piece.",
|
||||||
|
"duration": 2.5
|
||||||
|
},
|
||||||
|
{
|
||||||
|
"speaker": "SYSTEME",
|
||||||
|
"text": "Trouve une sortie.",
|
||||||
|
"duration": 2.2
|
||||||
|
}
|
||||||
|
]
|
||||||
|
}
|
||||||
@@ -1,5 +1,5 @@
|
|||||||
fileFormatVersion: 2
|
fileFormatVersion: 2
|
||||||
guid: 7c5bd5fd82b7a498aa62659593ea5cef
|
guid: c4b9d13b29337441dbdb06a8a45e32c3
|
||||||
TextScriptImporter:
|
TextScriptImporter:
|
||||||
externalObjects: {}
|
externalObjects: {}
|
||||||
userData:
|
userData:
|
||||||
@@ -1,29 +0,0 @@
|
|||||||
{
|
|
||||||
"lines": [
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Hello, UNIT SB-3954. You are in a simulation for testing your ability to move and interact.",
|
|
||||||
"duration": 6.5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "Your goal is to prove that your system is working and that you can move and interact with the environment.",
|
|
||||||
"duration": 5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "To move, use ZQSD. To interact with objects, use \"E\".",
|
|
||||||
"duration": 5
|
|
||||||
},
|
|
||||||
{
|
|
||||||
"speaker": "SYSTEME",
|
|
||||||
"text": "You can also use the mouse to look around, and use Left Click to launch your head.",
|
|
||||||
"duration": 3
|
|
||||||
},
|
|
||||||
{
|
|
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2
Assets/Code/Scripts/UI.meta → Assets/TextMesh Pro/Examples & Extras/Fonts.meta
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93
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
Executable file
93
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt
Executable file
@@ -0,0 +1,93 @@
|
|||||||
|
Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk),
|
||||||
|
with Reserved Font Name Anton.
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
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
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
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.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"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,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
8
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta
Executable file
8
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta
Executable file
@@ -0,0 +1,8 @@
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19
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta
Executable file
19
Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta
Executable file
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93
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
Executable file
93
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt
Executable file
@@ -0,0 +1,93 @@
|
|||||||
|
Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk),
|
||||||
|
with Reserved Font Name Bangers.
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
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
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
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.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"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,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
|
||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
|
||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
|
||||||
|
|
||||||
|
DISCLAIMER
|
||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
8
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt.meta
Executable file
8
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt.meta
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19
Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf.meta
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BIN
Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF
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BIN
Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF
Executable file
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22
Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF.meta
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22
Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF.meta
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|
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92
Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
Executable file
92
Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt
Executable file
@@ -0,0 +1,92 @@
|
|||||||
|
Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald'
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
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
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
redistributed freely as long as they are not sold by themselves. The
|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
redistributed and/or sold with any software provided that any reserved
|
||||||
|
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.
|
||||||
|
|
||||||
|
"Reserved Font Name" refers to any names specified as such after the
|
||||||
|
copyright statement(s).
|
||||||
|
|
||||||
|
"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,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
|
||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
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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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|
||||||
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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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|
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8
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Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - AFL.txt
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|
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|
|
||||||
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Apache License
|
||||||
|
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|
||||||
|
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|
||||||
|
|
||||||
|
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
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|
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|
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|
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8
Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - AFL.txt.meta
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Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - License.txt
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3
Assets/TextMesh Pro/Examples & Extras/Fonts/Roboto-Bold - License.txt
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|
|||||||
|
This font is licensed under the Apache License, Version 2.0.
|
||||||
|
|
||||||
|
See the following link for full licensing terms https://www.apache.org/licenses/LICENSE-2.0
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|
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Assets/TextMesh Pro/Examples & Extras/Fonts/Unity - OFL.txt
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92
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Executable file
@@ -0,0 +1,92 @@
|
|||||||
|
Copyright (c) 2020-2021, Unity, with Reserved Font Names 'Unity'
|
||||||
|
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||||
|
This license is copied below, and is also available with a FAQ at:
|
||||||
|
http://scripts.sil.org/OFL
|
||||||
|
|
||||||
|
|
||||||
|
-----------------------------------------------------------
|
||||||
|
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||||
|
-----------------------------------------------------------
|
||||||
|
|
||||||
|
PREAMBLE
|
||||||
|
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
|
||||||
|
open framework in which fonts may be shared and improved in partnership
|
||||||
|
with others.
|
||||||
|
|
||||||
|
The OFL allows the licensed fonts to be used, studied, modified and
|
||||||
|
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|
||||||
|
fonts, including any derivative works, can be bundled, embedded,
|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
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|
||||||
|
|
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5
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Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user