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jyx2_ReplaceSceneObject("", "NPC/Wolf_prefab", "1"); jyx2_ReplaceSceneObject("", "NPC/Wolf_prefab (1)", "1"); jyx2_ReplaceSceneObject("", "NPC/Wolf_prefab (2)", "1"); jyx2_ReplaceSceneObject("", "NPC/Wolf_prefab (3)", "1"); jyx2_ReplaceSceneObject("", "NPC/Wolf_prefab (4)", "1"); Talk(0, "糟糕!有野狼!"); if TryBattle(140) == true then goto label0 end; Dead(); do return end; ::label0:: jyx2_ReplaceSceneObject("", "NPC/Wolf_prefab", ""); jyx2_ReplaceSceneObject("", "NPC/Wolf_prefab (1)", ""); jyx2_ReplaceSceneObject("", "NPC/Wolf_prefab (2)", ""); jyx2_ReplaceSceneObject("", "NPC/Wolf_prefab (3)", ""); jyx2_ReplaceSceneObject("", "NPC/Wolf_prefab (4)", ""); Talk(0, "洞里有股血腥味!继续进去看看!"); ModifyEvent(-2, -2, -2, -2, -1, -1, -1, -2, -2, -2, -2, -2, -2); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/140.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/140.lua", "repo_id": "jynew", "token_count": 413 }
1,214
Talk(100, "糟了,伏格多要来屠城了,得赶紧去将军府!"); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/151.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/151.lua", "repo_id": "jynew", "token_count": 59 }
1,215
jyx2_ReplaceSceneObject("", "NPC/Brown_bear_prefab (5)", "1"); Talk(0, "哇!有黑熊!"); if TryBattle(164) == true then goto label0 end; Dead(); do return end; ::label0:: jyx2_ReplaceSceneObject("", "NPC/Brown_bear_prefab (5)", ""); Talk(0, "这家伙好凶!"); AddItem(161, 5); ModifyEvent(-2, -2, -2, -2, -1, -1, -1, -2, -2, -2, -2, -2, -2); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/166.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/166.lua", "repo_id": "jynew", "token_count": 199 }
1,216
Talk(0, "这家伙有毒!"); if TryBattle(181) == true then goto label0 end; Dead(); do return end; ::label0:: AddItem(181, 10); ModifyEvent(-2, -2, -2, -2, -1, -1, -1, -2, -2, -2, -2, -2, -2); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/181.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/181.lua", "repo_id": "jynew", "token_count": 117 }
1,217
if UseItem(195) == true then goto label0 end; do return end; ::label0:: if InTeam(11) == true then goto label1 end; do return end; ::label1:: Talk(1195, "请进!"); DarkScence(); jyx2_FixMapObject("无际坊左侍卫让路", 1); jyx2_FixMapObject("无际坊右侍卫让路", 1); ModifyEvent(-2, -2, -2, -2, 1913, -1, -1, -2, -2, -2, -2, -2, -2); ModifyEvent(-2, 8, -2, -2, -1, -1, 1914, -2, -2, -2, -2, -2, -2); LightScence(); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/1912.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/1912.lua", "repo_id": "jynew", "token_count": 291 }
1,218
local items = { [0] = 74, [1] = 123, [2] = 110, [3] = 81, [4] = 180, [5] = 161, [6] = 121, [7] = 120, [8] = 72, [9] = 40, [10] = 38, [11] = 37, [12] = 30, [13] = 63, [14] = 71, [15] = 194, [16] = 193, [17] = 192, [18] = 191, [19] = 190 } Talk(1193, "公子来抽奖吗?100两银子一次,有机会获得我们无际坊收藏的各种稀世珍宝哟。"); if ShowSelectPanel(0, "要抽一抽吗?", {"是", "否"}) == 0 then goto label0 end; Talk(0, "我最近手头不宽裕,不好意思,下次再来吧。"); do return end; ::label0:: if JudgeMoney(100) == true then goto label1 end; Talk(1193, "走,走,走,没有100两银子就不要在这挡我财路!"); do return end; ::label1:: AddItem(174, -100); Talk(1193, "恭喜你,抽中了一件珍宝!"); ::label2:: item = items[GetImbalancedRandomInt(0, #items)]; if item > 189 and HaveItem(item) then goto label2 end; AddItem(item, 1); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/196.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/196.lua", "repo_id": "jynew", "token_count": 586 }
1,219
if GetFlagInt("水果摊之惑") == 1 then goto label0 end; Talk(122, "灯哥已被你废了武功,你还来做什么?"); Talk(0, "意思我还影响了你和那老头子的生活质量了。"); do return end; ::label0:: Talk(122, "你到底想干什么?"); Talk(0, "那晚四大门派在怡麟楼联席酒宴之后,你是不是根本就没有去买雪梨。"); Talk(122, "…………"); Talk(0, "想必你是直接约了刘灯剑鬼混去了,要是你那天能陪莫穿林一起回家,可能他就不会被暗杀,至少不会孤苦伶仃的死去。"); Talk(122, "呜呜……我不是个好女人……我对不住我的夫君……他那晚喝了那么多酒,一定是路过野狼谷时丢了性命。"); Talk(0, "哎……不过这么一想似乎也是好事,至少留住了你的性命,没有和莫穿林一起被杀。"); Talk(122, "公子……你……"); Talk(0, "怎么?"); Talk(122, "你身上散发出来的味道,好像我死去的夫君……"); Talk(0, "别发骚了,滚。"); AddItem(22, 1); ModifyEvent(-2, -2, -2, -2, 215, -1, -1, -2, -2, -2, -2, -2, -2); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/211.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/211.lua", "repo_id": "jynew", "token_count": 727 }
1,220
if InTeam(11) == true then goto label0 end; do return end; ::label0:: Talk(22, "哟!这不是莫桥山庄的朱师哥吗?"); Talk(11, "刘公子好。"); Talk(22, "师哥到万烛书苑来偷学武功吗?"); Talk(11, "这是什么话,我莫桥山庄掌门人莫穿林的第三弟子,要到你这万烛书苑来学什么武功?"); Talk(22, "莫穿林的三个弟子,一个胆小鬼,一个酒醉鬼,一个大傻缺,也不知莫掌门死后谁来接任掌门人的位子比较合适啊。"); Talk(11, "你这家伙,说谁是大傻缺?"); Talk(22, "我可没说是谁啊,看来有人已经对号入座了。"); Talk(11, "你!"); Talk(22, "算了,我们别跟这家伙一般见识。"); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/219.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/219.lua", "repo_id": "jynew", "token_count": 494 }
1,221
if UseItem(10) == true then goto label0 end; do return end; ::label0:: Talk(21, "这香味……是玉石榴!你从哪里搞到的?"); Talk(0, "哈哈,知道童大侠好这口,来,先喝上。"); jyx2_PlayTimelineSimple("[Timeline]2_童岿然喝酒", false, "NPC/慕容复"); jyx2_Wait(1); Talk(21, "真是好酒,好久没尝过了。"); Talk(0, "童大侠,这酒也喝了,你说,这刘灯剑到底是有什么秘密呀?"); Talk(21, "哎,你要说什么大秘密,也谈不上,我只是觉得啊,老刘的品行和万烛书苑的掌门之位有所不配。"); Talk(0, "他是做了什么坏事吗?"); Talk(21, "渡城众帮派中,唯有我万烛书苑和莫桥山庄两家地位最高,莫桥山庄的莫穿林掌门也是侠义之辈,没想到我们老刘居然对他干出那种事情……"); Talk(100, "难道,我真的是被刘灯剑害死的?"); Talk(0, "莫穿林是被刘灯剑暗算的?"); Talk(21, "哎,有些事情,我还真羞于说出口,你如果真那么想知道,<color=orange>自己多去后院那所金色门的房间转转。</color>"); ModifyEvent(-2, -2, -2, -2, 27, -1, -1, -2, -2, -2, -2, -2, -2); ModifyEvent(-2, 3, -2, -2, 29, -1, -1, -2, -2, -2, -2, -2, -2); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/26.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/26.lua", "repo_id": "jynew", "token_count": 872 }
1,222
Talk(30, "怎么样,兄弟,还是少不了我这个扛打高手吧!"); if AskJoin() == true then goto label0 end; Talk(0, "那个,我们现在还没到要打架的时候,到时候我再来叫你啊。"); do return end; ::label0:: if TeamIsFull() == false then goto label1 end; Talk(30, "你的队伍已满,我无法加入。"); do return end; ::label1:: Talk(0, "是的,还是来帮帮我吧。"); DarkScence(); jyx2_ReplaceSceneObject("", "NPC/虚寂", ""); LightScence(); Join(30); ModifyEvent(-2, -2, -2, -2, -1, -1, -1, -2, -2, -2, -2, -2, -2); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/311.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/311.lua", "repo_id": "jynew", "token_count": 374 }
1,223
Talk(132, "愿佛祖保佑您。"); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/319.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/319.lua", "repo_id": "jynew", "token_count": 27 }
1,224
if InTeam(30) == true then goto label0 end; Talk(132, "愿佛祖保佑您。"); do return end; ::label0:: jyx2_ReplaceSceneObject("", "NPC/虚寂 (2)", "1"); Talk(132, "前阵子我弄丢一本经书,看完后就忘记摆哪去了。虚师弟,你能不能帮我找找?"); Talk(30, "没问题,师兄稍等,我去给你找找。"); jyx2_ReplaceSceneObject("", "NPC/虚寂 (2)", ""); ModifyEvent(-2, 8, -2, -2, 316, -1, -1, -2, -2, -2, -2, -2, -2); ModifyEvent(-2, -2, -2, -2, 317, 318, -1, -2, -2, -2, -2, -2, -2); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/34.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/34.lua", "repo_id": "jynew", "token_count": 336 }
1,225
Talk(0, "这位就是渡城武痴萨擎苍萨掌门吧。"); Talk(40, "怎么,想来练练吗?"); if AskBattle() == true then goto label0 end; Talk(0, "我哪是您的对手。"); do return end; ::label0:: Talk(0, "那就讨教讨教!"); if TryBattle(40) == false then goto label1 end; Talk(40, "少侠武功了得啊!"); do return end; ::label1:: Talk(40, "哈哈,你还得多练练,随时可以来找我切磋。"); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/41.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/41.lua", "repo_id": "jynew", "token_count": 284 }
1,226
Talk(140, "我这有各种兵器,小兄弟可以看看。"); Talk(0, "可以送给我吗?"); Talk(140, "那可不行,这都是我辛辛苦苦打造出来的,看你面相正直,倒是可以便宜点卖给你。"); WeiShop(); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/46.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/46.lua", "repo_id": "jynew", "token_count": 163 }
1,227
Talk(156, "我总觉得莫掌门就是那天晚上在怡麟楼喝酒出的事。"); Talk(157, "怎么这么说?"); Talk(156, "估计是谁在他酒里下了毒。"); Talk(157, "其实可以去厨房看看有没有线索。"); Talk(156, "我又不是查案的,只是过过嘴瘾而已。"); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/511.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/511.lua", "repo_id": "jynew", "token_count": 195 }
1,228
Talk(153, "这个味道又回来了,这才是怡麟楼的美味牛肉啊。"); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/53.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/53.lua", "repo_id": "jynew", "token_count": 59 }
1,229
Talk(10, "我平日虽然经常喝酒误事,但今天一战拼尽了全力,我算是对得起师父和莫桥山庄了。"); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/616.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/616.lua", "repo_id": "jynew", "token_count": 97 }
1,230
Talk(160, "……"); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/63.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/63.lua", "repo_id": "jynew", "token_count": 13 }
1,231
Talk(0, "四二,我最近遇到了一些困难。"); Talk(80, "需不需要我来帮忙?"); if AskJoin() == true then goto label0 end; Talk(0, "你还是先陪陪娘吧。"); Talk(80, "也好,兄弟有需要再来找我。"); do return end; ::label0:: if TeamIsFull() == false then goto label1 end; Talk(80, "你的队伍已满,我无法加入。"); do return end; ::label1:: Talk(0, "我正有此意,兄弟还是来帮我一把吧。"); Talk(80, "好的!"); DarkScence(); jyx2_ReplaceSceneObject("", "NPC/童四二", ""); LightScence(); Join(80); ModifyEvent(-2, -2, -2, -2, -1, -1, -1, -2, -2, -2, -2, -2, -2); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/716.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/716.lua", "repo_id": "jynew", "token_count": 389 }
1,232
Talk(170, "陶少侠,曼陀谷欢迎你常来。"); Talk(0, "好的!粟谷主!"); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/723.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/723.lua", "repo_id": "jynew", "token_count": 68 }
1,233
if InTeam(80) == true then goto label0 end; Talk(70, "这位就是我师父粟兰,曼陀谷上一任掌门人。"); Talk(170, "你这家伙又带了什么外人进来?"); Talk(70, "师父,这位是陶少侠,目前正在调查莫桥山庄掌门人的死因,特来向您引荐引荐。"); Talk(170, "我最讨厌这些名门正派的人了,滚出去!"); do return end; ::label0:: Talk(70, "这位就是我师父粟兰,曼陀谷上一任掌门人。"); Talk(170, "你这家伙又带了什么外人进来?"); Talk(70, "师父,这位是陶少侠,目前正在调查莫桥山庄掌门人的死因,特来向您引荐引荐。"); Talk(170, "我最讨厌这些名门正派的人了,滚出去!"); jyx2_ReplaceSceneObject("", "NPC/童四二 (1)", "1"); Talk(80, "这位阿姨,你也有这种玉镯子呀。"); Talk(170, "你叫谁阿姨!什么玉镯子!"); Talk(80, "你手上这个啊,你看,俺也有一个,一模一样。"); Talk(170, "啊……你,你是谁?"); Talk(80, "我叫童四二。"); Talk(170, "你爹是谁?你娘……你娘是谁?"); Talk(80, "我……我没有爹娘,我从小是师父养大的,我师父是鸽子楼的徐谦。"); Talk(170, "……"); Talk(80, "阿姨,你怎么哭了?"); Talk(170, "没,没什么,既然我们这么有缘,我就把我这个玉镯子也送给你吧,正好让你凑齐一对。"); Talk(80, "这……这多不好意思,那我谢谢了。"); jyx2_ReplaceSceneObject("", "NPC/童四二 (1)", ""); AddItem(70, 1); ModifyEvent(-2, -2, -2, -2, 78, -1, -1, -2, -2, -2, -2, -2, -2); SetFlagInt("玉镯奇缘", 1); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/77.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/77.lua", "repo_id": "jynew", "token_count": 1109 }
1,234
Talk(0, "万万没想到王远才是凶手。"); Talk(180, "这只是推测,你可不要冲动。"); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/87.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/87.lua", "repo_id": "jynew", "token_count": 66 }
1,235
Talk(0, "大叔,你煮这么多牛肉,都自己吃吗?"); Talk(91, "我和我的女儿吃,不用你管!"); do return end;
jynew/jyx2/Assets/Mods/SAMPLE/Lua/92.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/92.lua", "repo_id": "jynew", "token_count": 84 }
1,236
-- 这里是热修复C#逻辑代码的地方 local util = require 'xlua.util' --这里是展示给大家如何通过lua的热更新进行函数逻辑重写 --[[ util.hotfix_ex(CS.Jyx2.RoleInstance, "InitData", function(self) print("lua hot fix called!") --打印调试信息 self:InitData() --先执行原函数++++ --再补执行mod中的附加逻辑 local function eszy() self.MaxHp = self.MaxHp + 100 end local function normal() self.MaxHp = self.MaxHp + 200 end local function hard() self.MaxHp = self.MaxHp + 300 end local switch = { [0] = eszy, [1] = normal, [2] = hard, } local difficulty = CS.GameSettingManager.settings[CS.GameSettingManager.Catalog.Difficulty] print("Difficulty: ", difficulty) if (switch[difficulty]) then switch[difficulty]() print("switch difficulty called!") else print("case default") end end) ]] --修改Talk util.hotfix_ex(CS.Jyx2.Jyx2LuaBridge, "Talk", function(a,b,c) print("lua hot fix 生效:CS.Jyx2.Jyx2LuaBridge.Talk called!") --打印调试信息 CS.Jyx2.Jyx2LuaBridge.Talk(a,b,c) --先执行原函数 end) --修改UI的例子 util.hotfix_ex(CS.GameMainMenu, "OnCreate", function(self) print("lua hot fix 生效:CS.GameMainMenu.OnCreate called!") self:OnCreate() end) --通过热更新把版本号修改的例子 --[[ util.hotfix_ex(CS.GameInfoPanel, "OnShowPanel", function(self, paras) print("lua hot fix 生效:CS.GameInfoPanel.OnShowPanel") --self:OnShowPanel(paras) self.VersionText_Text.text = "hotfix test" end) ]] --[[TODO: 例子 直接定义函数的例子 修改UI的例子 新建UI的例子 修改战斗参数的例子 ]]
jynew/jyx2/Assets/Mods/SAMPLE/Lua/hotfix.lua/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Lua/hotfix.lua", "repo_id": "jynew", "token_count": 880 }
1,237
fileFormatVersion: 2 guid: 3e29d3db9c7c4f844b5581f52dfafecb folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant:
jynew/jyx2/Assets/Mods/SAMPLE/Maps/BattlesMaps/02_Battle.meta/0
{ "file_path": "jynew/jyx2/Assets/Mods/SAMPLE/Maps/BattlesMaps/02_Battle.meta", "repo_id": "jynew", "token_count": 73 }
1,238
fileFormatVersion: 2 guid: ad003b274056f3b44a4d01c9df66f694 DefaultImporter: externalObjects: {} userData: assetBundleName: sample_maps assetBundleVariant:
jynew/jyx2/Assets/Mods/SAMPLE/Maps/BattlesMaps/08_Battle.unity.meta/0
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1,239
fileFormatVersion: 2 guid: bb5e63b4ca047654f9065e4c277f99b4 DefaultImporter: externalObjects: {} userData: assetBundleName: sample_maps assetBundleVariant:
jynew/jyx2/Assets/Mods/SAMPLE/Maps/GameMaps/00_mochuanlinju.unity.meta/0
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1,240
fileFormatVersion: 2 guid: f6c8bff720dc0734882222f42fa9e6df NativeFormatImporter: externalObjects: {} mainObjectFileID: 23800000 userData: assetBundleName: assetBundleVariant:
jynew/jyx2/Assets/Mods/SAMPLE/Maps/GameMaps/06_jiangjunfu/NavMesh.asset.meta/0
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1,241
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using Sirenix.OdinInspector; using UnityEngine; using UnityEngine.Playables; namespace TimelineExtend { public class StoryControlAsset : PlayableAsset { [LabelText("是否自动对话,勾选则不需要点鼠标跳过")] public bool m_IsAutoTalk; [InfoBox("格式:以Talk=id,content)来定义,每行一个,例如\n\n" + "Talk=0,你好啊\n" + "Talk=1,我很好\n")] [Multiline(15)] public string m_DialogSets; [LabelText("对话完成直接跳转到结束")] public bool m_JumpToEndWhenFinished = true; [HideInInspector] public double m_CustomClipStart; [HideInInspector] public double m_CustomClipEnd; public override Playable CreatePlayable(PlayableGraph graph, GameObject owner) { StoryPlayable template = new StoryPlayable() { m_IsAutoTalk = m_IsAutoTalk, m_DialogSets = m_DialogSets, m_JumpToEndWhenFinished = m_JumpToEndWhenFinished, m_CustomClipStart = m_CustomClipStart, m_CustomClipEnd = m_CustomClipEnd, }; return ScriptPlayable<StoryPlayable>.Create(graph, template); } } }
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using UnityEngine; namespace ThreeEyedGames.DecaliciousExample { public class PlayerController : MonoBehaviour { public float MouseSensitivity = 1.0f; public float MoveSpeed = 1.0f; public AudioClip InteractSuccess; public AudioClip InteractError; void Start() { Cursor.lockState = CursorLockMode.Locked; } void Update() { Vector3 forward = transform.forward; forward.y = 0.0f; forward.Normalize(); transform.Rotate(new Vector3(0, Input.GetAxis("Mouse X") * MouseSensitivity, 0), Space.World); transform.Rotate(new Vector3(-Input.GetAxis("Mouse Y") * MouseSensitivity, 0, 0), Space.Self); float moveSpeed = MoveSpeed; #if UNITY_EDITOR if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) moveSpeed *= 3.0f; #endif if (Input.GetKey(KeyCode.W)) transform.Translate(forward * Time.deltaTime * moveSpeed, Space.World); if (Input.GetKey(KeyCode.S)) transform.Translate(-forward * Time.deltaTime * moveSpeed, Space.World); if (Input.GetKey(KeyCode.A)) transform.Translate(-transform.right * Time.deltaTime * moveSpeed, Space.World); if (Input.GetKey(KeyCode.D)) transform.Translate(transform.right * Time.deltaTime * moveSpeed, Space.World); if (Input.GetKeyDown(KeyCode.E)) { RaycastHit hit; if (Physics.Raycast(Camera.main.ViewportPointToRay(Vector3.one * 0.5f), out hit)) { bool success = false; if (Vector3.SqrMagnitude(transform.position - hit.point) < 2.25f) { if (hit.collider.GetComponent<IInteract>() != null) { hit.collider.GetComponent<IInteract>().Interact(); success = true; } } AudioSource.PlayClipAtPoint(success ? InteractSuccess : InteractError, transform.position + transform.forward * 0.5f); } } if (Input.GetKeyDown(KeyCode.Space)) { DecaliciousRenderer r = Camera.main.GetComponent<DecaliciousRenderer>(); r.enabled = !r.enabled; } } } }
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using UnityEditor; using UnityEngine; using UnityEngine.SceneManagement; using System; using System.Collections; using System.Collections.Generic; [CustomEditor(typeof(ES3ReferenceMgr))] [System.Serializable] public class ES3ReferenceMgrEditor : Editor { private bool isDraggingOver = false; private bool openReferences = false; private ES3ReferenceMgr _mgr = null; private ES3ReferenceMgr mgr { get { if (_mgr == null) _mgr = (ES3ReferenceMgr)serializedObject.targetObject; return _mgr; } } public override void OnInspectorGUI() { EditorGUILayout.HelpBox("This allows Easy Save to maintain references to objects in your scene.\n\nIt is automatically updated when you enter Playmode or build your project.", MessageType.Info); if (EditorGUILayout.Foldout(openReferences, "References") != openReferences) { openReferences = !openReferences; if (openReferences == true) openReferences = EditorUtility.DisplayDialog("Are you sure?", "Opening this list will display every reference in the manager, which for larger projects can cause the Editor to freeze\n\nIt is strongly recommended that you save your project before continuing.", "Open References", "Cancel"); } // Make foldout drag-and-drop enabled for objects. if (GUILayoutUtility.GetLastRect().Contains(Event.current.mousePosition)) { Event evt = Event.current; switch (evt.type) { case EventType.DragUpdated: case EventType.DragPerform: isDraggingOver = true; break; case EventType.DragExited: isDraggingOver = false; break; } if (isDraggingOver) { DragAndDrop.visualMode = DragAndDropVisualMode.Copy; if (evt.type == EventType.DragPerform) { DragAndDrop.AcceptDrag(); Undo.RecordObject(mgr, "Add References to Easy Save 3 Reference List"); foreach (UnityEngine.Object obj in DragAndDrop.objectReferences) mgr.Add(obj); // Return now because otherwise we'll change the GUI during an event which doesn't allow it. return; } } } if (openReferences) { EditorGUI.indentLevel++; foreach (var kvp in mgr.idRef) { EditorGUILayout.BeginHorizontal(); var value = EditorGUILayout.ObjectField(kvp.Value, typeof(UnityEngine.Object), true); var key = EditorGUILayout.LongField(kvp.Key); EditorGUILayout.EndHorizontal(); if (value != kvp.Value || key != kvp.Key) { Undo.RecordObject(mgr, "Change Easy Save 3 References"); // If we're deleting a value, delete it. if (value == null) mgr.Remove(key); // Else, update the ID. else mgr.ChangeId(kvp.Key, key); // Break, as removing or changing Dictionary items will make the foreach out of sync. break; } } EditorGUI.indentLevel--; } mgr.openPrefabs = EditorGUILayout.Foldout(mgr.openPrefabs, "ES3Prefabs"); if (mgr.openPrefabs) { EditorGUI.indentLevel++; foreach (var prefab in mgr.prefabs) { EditorGUILayout.BeginHorizontal(); EditorGUILayout.ObjectField(prefab, typeof(UnityEngine.Object), true); EditorGUILayout.EndHorizontal(); } EditorGUI.indentLevel--; } EditorGUILayout.LabelField("Reference count", mgr.refId.Count.ToString()); EditorGUILayout.LabelField("Prefab count", mgr.prefabs.Count.ToString()); if (GUILayout.Button("Refresh")) { mgr.RefreshDependencies(); } if (GUILayout.Button("Optimize")) { mgr.Optimize(); } } [MenuItem("GameObject/Easy Save 3/Add Reference(s) to Manager", false, 33)] [MenuItem("Assets/Easy Save 3/Add Reference(s) to Manager", false, 33)] public static void AddReferenceToManager() { var mgr = ES3ReferenceMgr.Current; if (mgr == null) { EditorUtility.DisplayDialog("Could not add reference to manager", "This object could not be added to the reference manager because no reference manager exists in this scene. To create one, go to Assets > Easy Save 3 > Add Manager to Scene", "Ok"); return; } if (Selection.objects == null || Selection.objects.Length == 0) return; Undo.RecordObject(mgr, "Update Easy Save 3 Reference Manager"); foreach (var obj in Selection.objects) { if (obj == null) continue; if (obj.GetType() == typeof(GameObject)) { var go = (GameObject)obj; if (ES3EditorUtility.IsPrefabInAssets(go) && go.GetComponent<ES3Internal.ES3Prefab>() != null) mgr.AddPrefab(go.GetComponent<ES3Internal.ES3Prefab>()); } ((ES3ReferenceMgr)mgr).AddDependencies(obj); } } [MenuItem("GameObject/Easy Save 3/Add Reference(s) to Manager", true, 33)] [MenuItem("Assets/Easy Save 3/Add Reference(s) to Manager", true, 33)] private static bool CanAddReferenceToManager() { return Selection.objects != null && Selection.objects.Length > 0 && ES3ReferenceMgr.Current != null; } [MenuItem("GameObject/Easy Save 3/Add Manager to Scene", false, 33)] [MenuItem("Assets/Easy Save 3/Add Manager to Scene", false, 33)] [MenuItem("Tools/Easy Save 3/Add Manager to Scene", false, 150)] public static void EnableForScene() { if(!SceneManager.GetActiveScene().isLoaded) EditorUtility.DisplayDialog("Could not add manager to scene", "Could not add Easy Save 3 Manager to scene because there is not currently a scene open.", "Ok"); Selection.activeObject = ES3Postprocessor.AddManagerToScene(); } [MenuItem("GameObject/Easy Save 3/Add Manager to Scene", true, 33)] [MenuItem("Assets/Easy Save 3/Add Manager to Scene", true, 33)] [MenuItem("Tools/Easy Save 3/Add Manager to Scene", true, 150)] private static bool CanEnableForScene() { return ES3ReferenceMgr.Current == null; } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Editor/ES3ReferenceMgrEditor.cs/0
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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; using ES3Internal; namespace ES3Editor { public class ReferencesWindow : SubWindow { public ReferencesWindow(EditorWindow window) : base("References", window){} public override void OnGUI() { } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Editor/ReferencesWindow.cs/0
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using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class ES3AutoSaveMgr : MonoBehaviour { public static ES3AutoSaveMgr _current = null; public static ES3AutoSaveMgr Current { get { if (_current == null /*|| _current.gameObject.scene != SceneManager.GetActiveScene()*/) { var scene = SceneManager.GetActiveScene(); var roots = scene.GetRootGameObjects(); // First, look for Easy Save 3 Manager in the top-level. foreach (var root in roots) if (root.name == "Easy Save 3 Manager") return _current = root.GetComponent<ES3AutoSaveMgr>(); // If the user has moved or renamed the Easy Save 3 Manager, we need to perform a deep search. foreach (var root in roots) if ((_current = root.GetComponentInChildren<ES3AutoSaveMgr>()) != null) return _current; } return _current; } } // Included for backwards compatibility. public static ES3AutoSaveMgr Instance { get { return Current; } } public enum LoadEvent { None, Awake, Start } public enum SaveEvent { None, OnApplicationQuit, OnApplicationPause } public string key = System.Guid.NewGuid().ToString(); public SaveEvent saveEvent = SaveEvent.OnApplicationQuit; public LoadEvent loadEvent = LoadEvent.Awake; public ES3SerializableSettings settings = new ES3SerializableSettings("AutoSave.es3", ES3.Location.Cache); public HashSet<ES3AutoSave> autoSaves = new HashSet<ES3AutoSave>(); public void Save() { if (autoSaves == null || autoSaves.Count == 0) return; // If we're using caching and we've not already cached this file, cache it. if (settings.location == ES3.Location.Cache && !ES3.FileExists(settings)) ES3.CacheFile(settings); if (autoSaves == null || autoSaves.Count == 0) { ES3.DeleteKey(key, settings); } else { var gameObjects = new List<GameObject>(); foreach (var autoSave in autoSaves) // If the ES3AutoSave component is disabled, don't save it. if (autoSave.enabled) gameObjects.Add(autoSave.gameObject); ES3.Save<GameObject[]>(key, gameObjects.ToArray(), settings); } if(settings.location == ES3.Location.Cache && ES3.FileExists(settings)) ES3.StoreCachedFile(settings); } public void Load() { try { // If we're using caching and we've not already cached this file, cache it. if (settings.location == ES3.Location.Cache && !ES3.FileExists(settings)) ES3.CacheFile(settings); } catch { } ES3.Load<GameObject[]>(key, new GameObject[0], settings); } void Start() { if(loadEvent == LoadEvent.Start) Load(); } public void Awake() { autoSaves = new HashSet<ES3AutoSave>(); foreach (var go in this.gameObject.scene.GetRootGameObjects()) autoSaves.UnionWith(go.GetComponentsInChildren<ES3AutoSave>(true)); _current = this; if (loadEvent == LoadEvent.Awake) Load(); } void OnApplicationQuit() { if(saveEvent == SaveEvent.OnApplicationQuit) Save(); } void OnApplicationPause(bool paused) { if( (saveEvent == SaveEvent.OnApplicationPause || (Application.isMobilePlatform && saveEvent == SaveEvent.OnApplicationQuit)) && paused) Save(); } /* Register an ES3AutoSave with the ES3AutoSaveMgr, if there is one */ public static void AddAutoSave(ES3AutoSave autoSave) { if(ES3AutoSaveMgr.Current != null) ES3AutoSaveMgr.Current.autoSaves.Add(autoSave); } /* Remove an ES3AutoSave from the ES3AutoSaveMgr, for example if it's GameObject has been destroyed */ public static void RemoveAutoSave(ES3AutoSave autoSave) { if(ES3AutoSaveMgr.Current != null) ES3AutoSaveMgr.Current.autoSaves.Remove(autoSave); } }
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 public class ES3XMLReader { // Not Implemented }
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("sharedMesh")] public class ES3Type_MeshFilter : ES3ComponentType { public static ES3Type Instance = null; public ES3Type_MeshFilter() : base(typeof(UnityEngine.MeshFilter)) { Instance = this; } protected override void WriteComponent(object obj, ES3Writer writer) { var instance = (UnityEngine.MeshFilter)obj; writer.WritePropertyByRef("sharedMesh", instance.sharedMesh); } protected override void ReadComponent<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.MeshFilter)obj; foreach(string propertyName in reader.Properties) { switch(propertyName) { case "sharedMesh": instance.sharedMesh = reader.Read<UnityEngine.Mesh>(ES3Type_Mesh.Instance); break; default: reader.Skip(); break; } } } } public class ES3Type_MeshFilterArray : ES3ArrayType { public static ES3Type Instance; public ES3Type_MeshFilterArray() : base(typeof(UnityEngine.MeshFilter[]), ES3Type_MeshFilter.Instance) { Instance = this; } } }
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("localPosition","localRotation","localScale","parent")] public class ES3Type_Transform : ES3ComponentType { public static int countRead = 0; public static ES3Type Instance = null; public ES3Type_Transform() : base(typeof(UnityEngine.Transform)) { Instance = this; } protected override void WriteComponent(object obj, ES3Writer writer) { var instance = (UnityEngine.Transform)obj; writer.WritePropertyByRef("parent", instance.parent); writer.WriteProperty("localPosition", instance.localPosition); writer.WriteProperty("localRotation", instance.localRotation); writer.WriteProperty("localScale", instance.localScale); } protected override void ReadComponent<T>(ES3Reader reader, object obj) { var instance = (Transform)obj; foreach(string propertyName in reader.Properties) { switch (propertyName) { case "parent": instance.SetParent(reader.Read<Transform>()); break; case "localPosition": instance.localPosition = reader.Read<Vector3>(); break; case "localRotation": instance.localRotation = reader.Read<Quaternion>(); break; case "localScale": instance.localScale = reader.Read<Vector3>(); break; default: reader.Skip(); break; } } } } }
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("enabled", "color", "range")] public class ES3Type_ColorBySpeedModule : ES3Type { public static ES3Type Instance = null; public ES3Type_ColorBySpeedModule() : base(typeof(UnityEngine.ParticleSystem.ColorBySpeedModule)) { Instance = this; } public override void Write(object obj, ES3Writer writer) { var instance = (UnityEngine.ParticleSystem.ColorBySpeedModule)obj; writer.WriteProperty("enabled", instance.enabled, ES3Type_bool.Instance); writer.WriteProperty("color", instance.color, ES3Type_MinMaxGradient.Instance); writer.WriteProperty("range", instance.range, ES3Type_Vector2.Instance); } public override object Read<T>(ES3Reader reader) { var instance = new UnityEngine.ParticleSystem.ColorBySpeedModule(); ReadInto<T>(reader, instance); return instance; } public override void ReadInto<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.ParticleSystem.ColorBySpeedModule)obj; string propertyName; while((propertyName = reader.ReadPropertyName()) != null) { switch(propertyName) { case "enabled": instance.enabled = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "color": instance.color = reader.Read<UnityEngine.ParticleSystem.MinMaxGradient>(ES3Type_MinMaxGradient.Instance); break; case "range": instance.range = reader.Read<UnityEngine.Vector2>(ES3Type_Vector2.Instance); break; default: reader.Skip(); break; } } } } }
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("colorKeys", "alphaKeys", "mode")] public class ES3Type_Gradient : ES3Type { public static ES3Type Instance = null; public ES3Type_Gradient() : base(typeof(UnityEngine.Gradient)) { Instance = this; } public override void Write(object obj, ES3Writer writer) { var instance = (UnityEngine.Gradient)obj; writer.WriteProperty("colorKeys", instance.colorKeys, ES3Type_GradientColorKeyArray.Instance); writer.WriteProperty("alphaKeys", instance.alphaKeys, ES3Type_GradientAlphaKeyArray.Instance); writer.WriteProperty("mode", instance.mode); } public override object Read<T>(ES3Reader reader) { var instance = new UnityEngine.Gradient(); ReadInto<T>(reader, instance); return instance; } public override void ReadInto<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.Gradient)obj; instance.SetKeys( reader.ReadProperty<UnityEngine.GradientColorKey[]>(ES3Type_GradientColorKeyArray.Instance), reader.ReadProperty<UnityEngine.GradientAlphaKey[]>(ES3Type_GradientAlphaKeyArray.Instance) ); string propertyName; while((propertyName = reader.ReadPropertyName()) != null) { switch(propertyName) { case "mode": instance.mode = reader.Read<UnityEngine.GradientMode>(); break; default: reader.Skip(); break; } } } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_Gradient.cs/0
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("enabled", "limitX", "limitXMultiplier", "limitY", "limitYMultiplier", "limitZ", "limitZMultiplier", "limit", "limitMultiplier", "dampen", "separateAxes", "space")] public class ES3Type_LimitVelocityOverLifetimeModule : ES3Type { public static ES3Type Instance = null; public ES3Type_LimitVelocityOverLifetimeModule() : base(typeof(UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule)) { Instance = this; } public override void Write(object obj, ES3Writer writer) { var instance = (UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule)obj; writer.WriteProperty("enabled", instance.enabled, ES3Type_bool.Instance); writer.WriteProperty("limitX", instance.limitX, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("limitXMultiplier", instance.limitXMultiplier, ES3Type_float.Instance); writer.WriteProperty("limitY", instance.limitY, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("limitYMultiplier", instance.limitYMultiplier, ES3Type_float.Instance); writer.WriteProperty("limitZ", instance.limitZ, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("limitZMultiplier", instance.limitZMultiplier, ES3Type_float.Instance); writer.WriteProperty("limit", instance.limit, ES3Type_MinMaxCurve.Instance); writer.WriteProperty("limitMultiplier", instance.limitMultiplier, ES3Type_float.Instance); writer.WriteProperty("dampen", instance.dampen, ES3Type_float.Instance); writer.WriteProperty("separateAxes", instance.separateAxes, ES3Type_bool.Instance); writer.WriteProperty("space", instance.space); } public override object Read<T>(ES3Reader reader) { var instance = new UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule(); ReadInto<T>(reader, instance); return instance; } public override void ReadInto<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.ParticleSystem.LimitVelocityOverLifetimeModule)obj; string propertyName; while((propertyName = reader.ReadPropertyName()) != null) { switch(propertyName) { case "enabled": instance.enabled = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "limitX": instance.limitX = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "limitXMultiplier": instance.limitXMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "limitY": instance.limitY = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "limitYMultiplier": instance.limitYMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "limitZ": instance.limitZ = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "limitZMultiplier": instance.limitZMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "limit": instance.limit = reader.Read<UnityEngine.ParticleSystem.MinMaxCurve>(ES3Type_MinMaxCurve.Instance); break; case "limitMultiplier": instance.limitMultiplier = reader.Read<System.Single>(ES3Type_float.Instance); break; case "dampen": instance.dampen = reader.Read<System.Single>(ES3Type_float.Instance); break; case "separateAxes": instance.separateAxes = reader.Read<System.Boolean>(ES3Type_bool.Instance); break; case "space": instance.space = reader.Read<UnityEngine.ParticleSystemSimulationSpace>(); break; default: reader.Skip(); break; } } } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_LimitVelocityOverLifetimeModule.cs/0
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using System; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("dynamicFriction", "staticFriction", "bounciness", "frictionCombine", "bounceCombine")] public class ES3Type_PhysicMaterial : ES3ObjectType { public static ES3Type Instance = null; public ES3Type_PhysicMaterial() : base(typeof(UnityEngine.PhysicMaterial)){ Instance = this; } protected override void WriteObject(object obj, ES3Writer writer) { var instance = (UnityEngine.PhysicMaterial)obj; writer.WriteProperty("dynamicFriction", instance.dynamicFriction, ES3Type_float.Instance); writer.WriteProperty("staticFriction", instance.staticFriction, ES3Type_float.Instance); writer.WriteProperty("bounciness", instance.bounciness, ES3Type_float.Instance); writer.WriteProperty("frictionCombine", instance.frictionCombine); writer.WriteProperty("bounceCombine", instance.bounceCombine); } protected override void ReadObject<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.PhysicMaterial)obj; foreach(string propertyName in reader.Properties) { switch(propertyName) { case "dynamicFriction": instance.dynamicFriction = reader.Read<System.Single>(ES3Type_float.Instance); break; case "staticFriction": instance.staticFriction = reader.Read<System.Single>(ES3Type_float.Instance); break; case "bounciness": instance.bounciness = reader.Read<System.Single>(ES3Type_float.Instance); break; case "frictionCombine": instance.frictionCombine = reader.Read<UnityEngine.PhysicMaterialCombine>(); break; case "bounceCombine": instance.bounceCombine = reader.Read<UnityEngine.PhysicMaterialCombine>(); break; default: reader.Skip(); break; } } } protected override object ReadObject<T>(ES3Reader reader) { var instance = new UnityEngine.PhysicMaterial(); ReadObject<T>(reader, instance); return instance; } } public class ES3Type_PhysicMaterialArray : ES3ArrayType { public static ES3Type Instance; public ES3Type_PhysicMaterialArray() : base(typeof(UnityEngine.PhysicMaterial[]), ES3Type_PhysicMaterial.Instance) { Instance = this; } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_PhysicMaterial.cs/0
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("name","maximumLOD")] public class ES3Type_Shader : ES3Type { public static ES3Type Instance = null; public ES3Type_Shader() : base(typeof(UnityEngine.Shader)){ Instance = this; } public override void Write(object obj, ES3Writer writer) { var instance = (UnityEngine.Shader)obj; writer.WriteProperty("name", instance.name, ES3Type_string.Instance); writer.WriteProperty("maximumLOD", instance.maximumLOD, ES3Type_int.Instance); } public override object Read<T>(ES3Reader reader) { Shader obj = Shader.Find(reader.ReadProperty<string>(ES3Type_string.Instance)); if(obj == null) obj = Shader.Find("Diffuse"); ReadInto<T>(reader, obj); return obj; } public override void ReadInto<T>(ES3Reader reader, object obj) { var instance = (UnityEngine.Shader)obj; foreach(string propertyName in reader.Properties) { switch(propertyName) { case "name": instance.name = reader.Read<string>(ES3Type_string.Instance); break; case "maximumLOD": instance.maximumLOD = reader.Read<System.Int32>(ES3Type_int.Instance); break; default: reader.Skip(); break; } } } } public class ES3Type_ShaderArray : ES3ArrayType { public static ES3Type Instance; public ES3Type_ShaderArray() : base(typeof(UnityEngine.Shader[]), ES3Type_Shader.Instance) { Instance = this; } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_Shader.cs/0
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using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("filterMode", "anisoLevel", "wrapMode", "mipMapBias", "rawTextureData")] public class ES3Type_Texture : ES3Type { public static ES3Type Instance = null; public ES3Type_Texture() : base(typeof(UnityEngine.Texture)){ Instance = this; } public override void Write(object obj, ES3Writer writer) { if (obj.GetType () == typeof(Texture2D)) ES3Type_Texture2D.Instance.Write(obj, writer); else throw new NotSupportedException ("Textures of type "+obj.GetType()+" are not currently supported."); } public override void ReadInto<T>(ES3Reader reader, object obj) { if (obj.GetType () == typeof(Texture2D)) ES3Type_Texture2D.Instance.ReadInto<T>(reader, obj); else throw new NotSupportedException ("Textures of type "+obj.GetType()+" are not currently supported."); } public override object Read<T>(ES3Reader reader) { return ES3Type_Texture2D.Instance.Read<T>(reader); } } public class ES3Type_TextureArray : ES3ArrayType { public static ES3Type Instance; public ES3Type_TextureArray() : base(typeof(UnityEngine.Texture[]), ES3Type_Texture.Instance) { Instance = this; } } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_Texture.cs/0
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#if UNITY_2017_2_OR_NEWER using System; using UnityEngine; namespace ES3Types { [UnityEngine.Scripting.Preserve] [ES3PropertiesAttribute("x", "y", "z")] public class ES3Type_Vector3Int : ES3Type { public static ES3Type Instance = null; public ES3Type_Vector3Int() : base(typeof(Vector3Int)) { Instance = this; } public override void Write(object obj, ES3Writer writer) { Vector3Int casted = (Vector3Int)obj; writer.WriteProperty("x", casted.x, ES3Type_int.Instance); writer.WriteProperty("y", casted.y, ES3Type_int.Instance); writer.WriteProperty("z", casted.z, ES3Type_int.Instance); } public override object Read<T>(ES3Reader reader) { return new Vector3Int( reader.ReadProperty<int>(ES3Type_int.Instance), reader.ReadProperty<int>(ES3Type_int.Instance), reader.ReadProperty<int>(ES3Type_int.Instance)); } } public class ES3Type_Vector3IntArray : ES3ArrayType { public static ES3Type Instance; public ES3Type_Vector3IntArray() : base(typeof(Vector3Int[]), ES3Type_Vector3Int.Instance) { Instance = this; } } } #endif
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Types/Unity Types/ES3Type_Vector3Int.cs/0
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using System.Collections.Generic; using System.Collections; using System.IO; using System; using UnityEngine; using System.Text; using System.Globalization; namespace ES3Internal { internal class ES3CacheWriter : ES3Writer { ES3File es3File; internal ES3CacheWriter(ES3Settings settings, bool writeHeaderAndFooter, bool mergeKeys) : base(settings, writeHeaderAndFooter, mergeKeys) { es3File = new ES3File(settings); } /* User-facing methods used when writing randomly-accessible Key-Value pairs. */ #region Write(key, value) Methods /// <summary>Writes a value to the writer with the given key.</summary> /// <param name="key">The key which uniquely identifies this value.</param> /// <param name="value">The value we want to write.</param> public override void Write<T>(string key, object value) { es3File.Save<T>(key, (T)value); } internal override void Write(string key, Type type, byte[] value) { ES3Debug.LogError("Not implemented"); } [System.ComponentModel.EditorBrowsable(System.ComponentModel.EditorBrowsableState.Never)] public override void Write(Type type, string key, object value) { es3File.Save(key, value); } #endregion #region WritePrimitive(value) methods. internal override void WritePrimitive(int value) { } internal override void WritePrimitive(float value) { } internal override void WritePrimitive(bool value) { } internal override void WritePrimitive(decimal value) { } internal override void WritePrimitive(double value) { } internal override void WritePrimitive(long value) { } internal override void WritePrimitive(ulong value) { } internal override void WritePrimitive(uint value) { } internal override void WritePrimitive(byte value) { } internal override void WritePrimitive(sbyte value) { } internal override void WritePrimitive(short value) { } internal override void WritePrimitive(ushort value) { } internal override void WritePrimitive(char value) { } internal override void WritePrimitive(byte[] value) { } internal override void WritePrimitive(string value) { } internal override void WriteNull() { } #endregion #region Format-specific methods private static bool CharacterRequiresEscaping(char c) { return false; } private void WriteCommaIfRequired() { } internal override void WriteRawProperty(string name, byte[] value) { } internal override void StartWriteFile() { } internal override void EndWriteFile() { } internal override void StartWriteProperty(string name) { base.StartWriteProperty(name); } internal override void EndWriteProperty(string name) { } internal override void StartWriteObject(string name) { } internal override void EndWriteObject(string name) { } internal override void StartWriteCollection() { } internal override void EndWriteCollection() { } internal override void StartWriteCollectionItem(int index) { } internal override void EndWriteCollectionItem(int index) { } internal override void StartWriteDictionary() { } internal override void EndWriteDictionary() { } internal override void StartWriteDictionaryKey(int index) { } internal override void EndWriteDictionaryKey(int index) { } internal override void StartWriteDictionaryValue(int index) { } internal override void EndWriteDictionaryValue(int index) { } #endregion public override void Dispose(){} } }
jynew/jyx2/Assets/Plugins/Easy Save 3/Scripts/Writers/ES3CacheWriter.cs/0
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jynew/jyx2/Assets/Plugins/Excel.meta/0
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#if UNITY_EDITOR namespace UIWidgets { using System.Collections.Generic; using System.Reflection; using UnityEditor; using UnityEditor.UI; using UnityEngine.Events; /// <summary> /// Custom editor for buttons. /// </summary> public class ButtonCustomEditor : ButtonEditor { /// <summary> /// The serialized properties. /// </summary> protected Dictionary<string, SerializedProperty> SerializedProperties = new Dictionary<string, SerializedProperty>(); /// <summary> /// The serialized events. /// </summary> protected Dictionary<string, SerializedProperty> SerializedEvents = new Dictionary<string, SerializedProperty>(); /// <summary> /// The properties to exclude. /// </summary> protected List<string> Exclude = new List<string>() { "m_Navigation", "m_Transition", "m_Colors", "m_SpriteState", "m_AnimationTriggers", "m_Interactable", "m_TargetGraphic", "m_OnClick", }; /// <summary> /// The properties names. /// </summary> protected List<string> Properties = new List<string>(); /// <summary> /// The properties names. /// </summary> protected List<string> Events = new List<string>(); /// <summary> /// Init. /// </summary> protected override void OnEnable() { FillProperties(); foreach (var p in Properties) { var property = serializedObject.FindProperty(p); if (property != null) { SerializedProperties.Add(p, property); } } foreach (var ev in Events) { var property = serializedObject.FindProperty(ev); if (property != null) { SerializedEvents.Add(ev, property); } } base.OnEnable(); } /// <summary> /// Fills the properties list. /// </summary> protected virtual void FillProperties() { var property = serializedObject.GetIterator(); property.NextVisible(true); while (property.NextVisible(false)) { AddProperty(property); } } /// <summary> /// Add property. /// </summary> /// <param name="property">Property.</param> protected void AddProperty(SerializedProperty property) { if (Exclude.Contains(property.name)) { return; } if (Properties.Contains(property.name)) { return; } if (Events.Contains(property.name)) { return; } if (IsEvent(property)) { Events.Add(property.name); } else { Properties.Add(property.name); } } /// <summary> /// Is it event? /// </summary> /// <param name="property">Property</param> /// <returns>true if property is event; otherwise false.</returns> protected virtual bool IsEvent(SerializedProperty property) { var object_type = property.serializedObject.targetObject.GetType(); var property_type = object_type.GetField(property.propertyPath, BindingFlags.NonPublic | BindingFlags.Public | BindingFlags.Instance); if (property_type == null) { return false; } return typeof(UnityEventBase).IsAssignableFrom(property_type.FieldType); } /// <summary> /// Validate targets. /// </summary> protected virtual void ValidateTargets() { foreach (var t in targets) { var v = t as IValidateable; if (v != null) { v.Validate(); } } } /// <summary> /// Draw inspector GUI. /// </summary> public override void OnInspectorGUI() { ValidateTargets(); foreach (var sp in SerializedProperties) { EditorGUILayout.PropertyField(sp.Value); } serializedObject.ApplyModifiedProperties(); base.OnInspectorGUI(); foreach (var se in SerializedEvents) { EditorGUILayout.PropertyField(se.Value); } serializedObject.ApplyModifiedProperties(); ValidateTargets(); } } } #endif
jynew/jyx2/Assets/Plugins/New UI Widgets.Editor/Editor/ButtonCustomEditor.cs/0
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#if UNITY_EDITOR namespace UIWidgets { /// <summary> /// Cursors editor. /// </summary> [System.Obsolete("Replaced with OrderedEditor.")] public class CursorsEditor : OrderedEditor { } } #endif
jynew/jyx2/Assets/Plugins/New UI Widgets.Editor/Editor/CursorsEditor.cs/0
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#if UNITY_EDITOR namespace UIWidgets { using UnityEditor; /// <summary> /// Conditional editor for the classes derived from MonoBehaviourConditional. /// </summary> [CustomEditor(typeof(MonoBehaviourConditional), true)] public class EditorConditionalMono : EditorConditional { } } #endif
jynew/jyx2/Assets/Plugins/New UI Widgets.Editor/Editor/Editor.Conditions/EditorConditionalMono.cs/0
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#if UNITY_EDITOR namespace UIWidgets.WidgetGeneration { using System; using System.Collections.Generic; using System.IO; using UIWidgets.Styles; using UnityEditor; using UnityEditor.Events; using UnityEngine; using UnityEngine.Events; using UnityEngine.UI; /// <summary> /// Base class for widget prefab generator. /// </summary> public abstract class PrefabGenerator { /// <summary> /// Class info. /// </summary> protected ClassInfo Info = null; /// <summary> /// Path to save created files. /// </summary> protected string SavePath = null; /// <summary> /// Path to save created prefabs. /// </summary> protected string PrefabSavePath; /// <summary> /// Prefabs generation order. /// </summary> protected List<string> PrefabsOrder = new List<string>() { "ListView", "DragInfo", "Combobox", "ComboboxMultiselect", "Table", "TileView", "TreeView", "TreeGraph", "PickerListView", "PickerTreeView", "Autocomplete", "AutoCombobox", "Tooltip", }; /// <summary> /// Prefabs. /// </summary> protected PrefabsMenuGenerated PrefabsMenu; /// <summary> /// Functions to create prefabs. /// </summary> protected Dictionary<string, Func<GameObject>> PrefabGenerators; /// <summary> /// Maximum value of the progress bar. /// </summary> protected int ProgressMax = 0; /// <summary> /// Initializes a new instance of the <see cref="PrefabGenerator"/> class. /// </summary> /// <param name="path">Path to save created files.</param> protected PrefabGenerator(string path) { SavePath = path; PrefabSavePath = SavePath + Path.DirectorySeparatorChar + "Prefabs"; if (!Directory.Exists(PrefabSavePath)) { Directory.CreateDirectory(PrefabSavePath); } PrefabGenerators = new Dictionary<string, Func<GameObject>>() { { "ListView", GenerateListView }, { "DragInfo", GenerateDragInfo }, { "Combobox", GenerateCombobox }, { "ComboboxMultiselect", GenerateComboboxMultiselect }, { "Table", GenerateTable }, { "TileView", GenerateTileView }, { "TreeView", GenerateTreeView }, { "TreeGraph", GenerateTreeGraph }, { "PickerListView", GeneratePickerListView }, { "PickerTreeView", GeneratePickerTreeView }, { "Autocomplete", GenerateAutocomplete }, { "AutoCombobox", GenerateAutoCombobox }, { "Tooltip", GenerateTooltip }, }; ProgressMax = PrefabGenerators.Count + 1; } /// <summary> /// Generate prefabs and test scene. /// </summary> protected void Generate() { var temp_go = new List<GameObject>(); PrefabsMenu = ScriptableObject.CreateInstance<PrefabsMenuGenerated>(); var real_menu = UtilitiesEditor.LoadAssetWithGUID<PrefabsMenuGenerated>(Info.PrefabsMenuGUID); try { var i = 0; ProgressbarUpdate(i); foreach (var prefab in PrefabsOrder) { var prefab_name = prefab + Info.ShortTypeName; if (Info.Prefabs.ContainsKey(prefab) && Info.Prefabs[prefab]) { var go = PrefabGenerators[prefab](); if (go != null) { go.name = prefab_name; Prefab2Menu(PrefabsMenu, go, prefab); Prefab2Menu(real_menu, Save(go), prefab); temp_go.Add(go); } } i += 1; ProgressbarUpdate(i); } if (Info.Scenes["TestScene"]) { GenerateScene(); } GenerateDataBindSupport(); ProgressbarUpdate(ProgressMax); } catch (Exception) { EditorUtility.ClearProgressBar(); throw; } finally { foreach (var go in temp_go) { UnityEngine.Object.DestroyImmediate(go); } temp_go.Clear(); EditorUtility.SetDirty(real_menu); } } /// <summary> /// Add prefab to the menu. /// </summary> /// <param name="menu">Menu.</param> /// <param name="prefab">Prefab.</param> /// <param name="fieldName">Field name.</param> protected void Prefab2Menu(PrefabsMenuGenerated menu, GameObject prefab, string fieldName) { var type = menu.GetType(); var field = type.GetField(fieldName); field.SetValue(menu, prefab); } /// <summary> /// Generate support scripts for the Data Bind. /// </summary> protected virtual void GenerateDataBindSupport() { #if UIWIDGETS_DATABIND_SUPPORT var databind_path = SavePath + Path.DirectorySeparatorChar + "DataBindSupport"; if (!Directory.Exists(databind_path)) { Directory.CreateDirectory(databind_path); } var typenames = new List<string>() { "Autocomplete", "Combobox", "ListView", "TreeGraph", "TreeView", }; foreach (var name in typenames) { var type = UtilitiesEditor.GetType(Info.WidgetsNamespace + "." + name + Info.ShortTypeName); if (type != null) { UIWidgets.DataBindSupport.DataBindGenerator.Run(type, databind_path); } } #endif } /// <summary> /// Clear. /// </summary> protected void Clear() { } /// <summary> /// Delete file with meta data. /// </summary> /// <param name="file">File.</param> protected static void Delete(string file) { File.Delete(file); File.Delete(file + ".meta"); } /// <summary> /// Save gameobject as prefab. /// </summary> /// <param name="go">Original gameobject.</param> /// <returns>Prefab.</returns> protected GameObject Save(GameObject go) { var style = UIWidgets.PrefabsMenu.Instance.DefaultStyle; if (style != null) { style.ApplyTo(go); } var filename = PrefabSavePath + Path.DirectorySeparatorChar + go.name + ".prefab"; return Compatibility.CreatePrefab(filename, go); } /// <summary> /// Update progress bar. /// </summary> /// <param name="progress">Progress value.</param> protected void ProgressbarUpdate(int progress) { if (progress < ProgressMax) { EditorUtility.DisplayProgressBar("Widget Generation", "Step 2. Creating prefabs.", progress / (float)ProgressMax); } else { EditorUtility.ClearProgressBar(); } } /// <summary> /// Generate test scene. /// </summary> protected void GenerateScene() { GenerateSceneContent(); Compatibility.SceneSave(SavePath + Path.DirectorySeparatorChar + Info.ShortTypeName + ".unity"); } /// <summary> /// Default size of the created gameobjects. /// </summary> protected static Vector2 DefaultSize = new Vector2(100, 20); /// <summary> /// Create gameobject with component of the specified type. /// </summary> /// <typeparam name="T">Type of the component.</typeparam> /// <param name="parent">Parent of the created gameobject.</param> /// <param name="name">Gameobject name</param> /// <returns>Created gameobject.</returns> protected static T CreateObject<T>(Transform parent, string name = null) where T : MonoBehaviour { var go = new GameObject(name ?? parent.gameObject.name); var rt = go.AddComponent<RectTransform>(); rt.sizeDelta = DefaultSize; rt.SetParent(parent, false); if (typeof(T) == typeof(TextAdapter)) { #if UIWIDGETS_TMPRO_SUPPORT var text = go.AddComponent<TMPro.TextMeshProUGUI>(); InitTextComponent(text); #else go.AddComponent<Text>(); #endif } var result = go.AddComponent<T>(); return result; } /// <summary> /// Add layout element to gameobject. /// </summary> /// <param name="go">Gameobject.</param> /// <returns>Layout element.</returns> protected static LayoutElement AddLayoutElement(GameObject go) { var le = go.AddComponent<LayoutElement>(); le.minWidth = 30; le.minHeight = 20; le.flexibleHeight = 0; le.flexibleWidth = 0; return le; } /// <summary> /// Create drop indicator. /// </summary> /// <param name="parent">Parent gameobject.</param> /// <returns>Drop indicator.</returns> protected static ListViewDropIndicator CreateDropIndicator(Transform parent) { var go = new GameObject("DropIndicator"); var rt = go.AddComponent<RectTransform>(); rt.sizeDelta = new Vector2(200, 2); rt.SetParent(parent, false); go.AddComponent<Image>(); var drop = go.AddComponent<ListViewDropIndicator>(); var le = go.AddComponent<LayoutElement>(); le.ignoreLayout = true; go.SetActive(false); return drop; } /// <summary> /// Create cell. /// </summary> /// <param name="parent">Parent gameobject.</param> /// <param name="name">Cell name.</param> /// <param name="alignment">Cell layout alignment.</param> /// <returns>Cell transform.</returns> protected static Transform CreateCell(Transform parent, string name, TextAnchor alignment = TextAnchor.MiddleLeft) { var image = CreateObject<Image>(parent, name); image.color = Color.black; var lg = Utilities.GetOrAddComponent<HorizontalLayoutGroup>(image.gameObject); #if UNITY_5_5_OR_NEWER lg.childControlWidth = true; lg.childControlHeight = true; #endif lg.childForceExpandWidth = false; lg.childForceExpandHeight = false; lg.childAlignment = alignment; lg.padding = new RectOffset(5, 5, 5, 5); lg.spacing = 5; var le = Utilities.GetOrAddComponent<LayoutElement>(image.gameObject); le.minWidth = 100; return image.transform; } /// <summary> /// Add layout group to specified gameobject. /// </summary> /// <typeparam name="T">Type of the layout group,</typeparam> /// <param name="target">Gameobject.</param> /// <returns>Layout group.</returns> protected static T AddLayoutGroup<T>(GameObject target) where T : HorizontalOrVerticalLayoutGroup { var lg = Utilities.GetOrAddComponent<T>(target); #if UNITY_5_5_OR_NEWER lg.childControlWidth = true; lg.childControlHeight = true; #endif lg.childForceExpandWidth = false; lg.childForceExpandHeight = false; lg.padding = new RectOffset(5, 5, 5, 8); lg.spacing = 5; Compatibility.SetLayoutChildControlsSize(lg, true, true); return lg; } /// <summary> /// Add layout group for ListView component. /// </summary> /// <param name="target">Gameobject.</param> protected static void AddListViewLayoutGroup(GameObject target) { var lg = AddLayoutGroup<HorizontalLayoutGroup>(target); lg.childAlignment = TextAnchor.MiddleLeft; } /// <summary> /// Add layout group for ComboboxMultiselect component. /// </summary> /// <param name="target">Gameobject.</param> protected static void AddComboboxMultiselectLayoutGroup(GameObject target) { var lg = AddLayoutGroup<HorizontalLayoutGroup>(target); lg.padding = new RectOffset(5, 35, 0, 0); lg.childAlignment = TextAnchor.MiddleLeft; } /// <summary> /// Add layout group for TileView component. /// </summary> /// <param name="target">Gameobject.</param> protected static void AddTileViewLayoutGroup(GameObject target) { var lg = AddLayoutGroup<VerticalLayoutGroup>(target); lg.childAlignment = TextAnchor.MiddleCenter; } /// <summary> /// Add listener to call the specified action. /// </summary> /// <param name="listener">Listener.</param> /// <param name="action">Action.</param> protected static void AddListener(UnityEvent listener, UnityAction action) { UnityEventTools.AddPersistentListener(listener, action); } /// <summary> /// Set text style. /// </summary> /// <param name="text">Text component.</param> /// <param name="style">Font style.</param> protected static void SetTextStyle(Text text, FontStyle style) { text.fontStyle = style; } /// <summary> /// Set text alignment. /// </summary> /// <param name="text">Text component.</param> /// <param name="alignment">Alignment.</param> protected static void SetTextAlignment(Text text, TextAnchor alignment) { text.alignment = alignment; } /// <summary> /// Init text component. /// </summary> /// <param name="text">Text component.</param> [System.Diagnostics.CodeAnalysis.SuppressMessage("Microsoft.Usage", "CA1801:ReviewUnusedParameters", MessageId = "text", Justification = "Reviewed.")] protected static void InitTextComponent(Text text) { // do nothing } /// <summary> /// Generate ListView. /// </summary> /// <returns>ListView.</returns> protected abstract GameObject GenerateListView(); /// <summary> /// Generate DragInfo. /// </summary> /// <returns>DragInfo.</returns> protected abstract GameObject GenerateDragInfo(); /// <summary> /// Generate Combobox. /// </summary> /// <returns>combobox.</returns> protected abstract GameObject GenerateCombobox(); /// <summary> /// Generate ComboboxMultiselect. /// </summary> /// <returns>ComboboxMultiselect</returns> protected abstract GameObject GenerateComboboxMultiselect(); /// <summary> /// Generate Table. /// </summary> /// <returns>Table.</returns> protected abstract GameObject GenerateTable(); /// <summary> /// Generate TileView. /// </summary> /// <returns>TileView.</returns> protected abstract GameObject GenerateTileView(); /// <summary> /// Generate TreeView. /// </summary> /// <returns>TreeView.</returns> protected abstract GameObject GenerateTreeView(); /// <summary> /// Generate TreeGraph. /// </summary> /// <returns>TreeGraph.</returns> protected abstract GameObject GenerateTreeGraph(); /// <summary> /// Generate PickerListView. /// </summary> /// <returns>PickerListView.</returns> protected abstract GameObject GeneratePickerListView(); /// <summary> /// Generate PickerTreeView. /// </summary> /// <returns>PickerTreeView.</returns> protected abstract GameObject GeneratePickerTreeView(); /// <summary> /// Generate Autocomplete. /// </summary> /// <returns>Autocomplete.</returns> protected abstract GameObject GenerateAutocomplete(); /// <summary> /// Generate AutoCombobox. /// </summary> /// <returns>AutoCombobox.</returns> protected abstract GameObject GenerateAutoCombobox(); /// <summary> /// Generate Tooltip. /// </summary> /// <returns>Tooltip.</returns> protected abstract GameObject GenerateTooltip(); /// <summary> /// Generate test scene content. /// </summary> protected abstract void GenerateSceneContent(); #if UIWIDGETS_TMPRO_SUPPORT /// <summary> /// Init text component. /// </summary> /// <param name="text">Text component.</param> protected static void InitTextComponent(TMPro.TextMeshProUGUI text) { #if UNITY_5_2 || UNITY_5_3 || UNITY_5_3_OR_NEWER text.overflowMode = TMPro.TextOverflowModes.Truncate; #else text.OverflowMode = TMPro.TextOverflowModes.Truncate; #endif text.enableWordWrapping = false; (text.transform as RectTransform).sizeDelta = DefaultSize; } /// <summary> /// Set text style. /// </summary> /// <param name="text">Text component.</param> /// <param name="style">Font style.</param> protected static void SetTextStyle(TMPro.TextMeshProUGUI text, FontStyle style) { text.fontStyle = ConvertStyle(style); } /// <summary> /// Set text alignment. /// </summary> /// <param name="text">Text component.</param> /// <param name="alignment">Alignment.</param> protected static void SetTextAlignment(TMPro.TextMeshProUGUI text, TextAnchor alignment) { text.alignment = ConvertAlignment(alignment); } /// <summary> /// Convert style. /// </summary> /// <param name="style">Unity font style.</param> /// <returns>TMPro font style.</returns> protected static TMPro.FontStyles ConvertStyle(FontStyle style) { switch (style) { case FontStyle.Normal: return TMPro.FontStyles.Normal; case FontStyle.Bold: return TMPro.FontStyles.Bold; case FontStyle.Italic: return TMPro.FontStyles.Italic; case FontStyle.BoldAndItalic: return TMPro.FontStyles.Bold | TMPro.FontStyles.Italic; default: return TMPro.FontStyles.Normal; } } /// <summary> /// Convert text alignment. /// </summary> /// <param name="alignment">Unity text alignment.</param> /// <returns>TMPro text alignment.</returns> protected static TMPro.TextAlignmentOptions ConvertAlignment(TextAnchor alignment) { switch (alignment) { // upper case TextAnchor.UpperLeft: return TMPro.TextAlignmentOptions.TopLeft; case TextAnchor.UpperCenter: return TMPro.TextAlignmentOptions.Top; case TextAnchor.UpperRight: return TMPro.TextAlignmentOptions.TopRight; // middle case TextAnchor.MiddleLeft: return TMPro.TextAlignmentOptions.Left; case TextAnchor.MiddleCenter: return TMPro.TextAlignmentOptions.Center; case TextAnchor.MiddleRight: return TMPro.TextAlignmentOptions.Right; // lower case TextAnchor.LowerLeft: return TMPro.TextAlignmentOptions.BottomLeft; case TextAnchor.LowerCenter: return TMPro.TextAlignmentOptions.Bottom; case TextAnchor.LowerRight: return TMPro.TextAlignmentOptions.BottomRight; default: return TMPro.TextAlignmentOptions.TopLeft; } } #endif } } #endif
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