├── Assets
├── TextMesh Pro
│ ├── Resources
│ │ ├── LineBreaking Leading Characters.txt
│ │ ├── LineBreaking Following Characters.txt
│ │ ├── TMP Settings.asset.meta
│ │ ├── Sprite Assets
│ │ │ └── EmojiOne.asset.meta
│ │ ├── LineBreaking Following Characters.txt.meta
│ │ ├── LineBreaking Leading Characters.txt.meta
│ │ ├── Fonts & Materials
│ │ │ ├── LiberationSans SDF.asset.meta
│ │ │ ├── LiberationSans SDF - Outline.mat.meta
│ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta
│ │ │ ├── LiberationSans SDF - Fallback.asset.meta
│ │ │ ├── LiberationSans SDF - Outline.mat
│ │ │ └── LiberationSans SDF - Drop Shadow.mat
│ │ ├── Sprite Assets.meta
│ │ ├── Style Sheets.meta
│ │ ├── Style Sheets
│ │ │ ├── Default Style Sheet.asset.meta
│ │ │ └── Default Style Sheet.asset
│ │ ├── Fonts & Materials.meta
│ │ └── TMP Settings.asset
│ ├── Sprites
│ │ ├── EmojiOne.png
│ │ ├── EmojiOne Attribution.txt.meta
│ │ ├── EmojiOne Attribution.txt
│ │ ├── EmojiOne.json.meta
│ │ └── EmojiOne.json
│ ├── Fonts
│ │ ├── LiberationSans.ttf
│ │ ├── LiberationSans - OFL.txt.meta
│ │ ├── LiberationSans.ttf.meta
│ │ └── LiberationSans - OFL.txt
│ ├── Documentation
│ │ ├── TextMesh Pro User Guide 2016.pdf
│ │ └── TextMesh Pro User Guide 2016.pdf.meta
│ ├── Fonts.meta
│ ├── Resources.meta
│ ├── Shaders.meta
│ ├── Sprites.meta
│ ├── Documentation.meta
│ └── Shaders
│ │ ├── TMP_SDF.shader.meta
│ │ ├── TMPro.cginc.meta
│ │ ├── TMP_Bitmap.shader.meta
│ │ ├── TMP_SDF SSD.shader.meta
│ │ ├── TMP_Sprite.shader.meta
│ │ ├── TMPro_Mobile.cginc.meta
│ │ ├── TMPro_Surface.cginc.meta
│ │ ├── TMP_Bitmap-Mobile.shader.meta
│ │ ├── TMP_SDF Overlay.shader.meta
│ │ ├── TMP_SDF-Mobile SSD.shader.meta
│ │ ├── TMP_SDF-Mobile.shader.meta
│ │ ├── TMP_SDF-Surface.shader.meta
│ │ ├── TMPro_Properties.cginc.meta
│ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta
│ │ ├── TMP_SDF-Mobile Masking.shader.meta
│ │ ├── TMP_SDF-Mobile Overlay.shader.meta
│ │ ├── TMP_SDF-Surface-Mobile.shader.meta
│ │ ├── TMPro.cginc
│ │ ├── TMPro_Properties.cginc
│ │ ├── TMP_Sprite.shader
│ │ ├── TMP_SDF-Mobile SSD.shader
│ │ ├── TMPro_Surface.cginc
│ │ ├── TMP_Bitmap.shader
│ │ ├── TMP_SDF-Surface-Mobile.shader
│ │ ├── TMP_Bitmap-Custom-Atlas.shader
│ │ ├── TMP_Bitmap-Mobile.shader
│ │ └── TMP_SDF-Surface.shader
├── Prefabs
│ ├── Weapons
│ │ ├── weapon.blend
│ │ ├── crosshair.blend
│ │ ├── weapon.blend.meta
│ │ └── crosshair.blend.meta
│ ├── UICanvas.prefab.meta
│ ├── Parts
│ │ ├── Segment1.prefab.meta
│ │ ├── Segment2.prefab.meta
│ │ ├── Segment3.prefab.meta
│ │ └── Hardpoint.prefab.meta
│ ├── Ships
│ │ ├── Enemy.prefab.meta
│ │ └── Ship.prefab.meta
│ ├── Parts.meta
│ ├── Ships.meta
│ └── Weapons.meta
├── Scenes
│ ├── Game.unity.meta
│ └── MainMenu.unity.meta
├── Prefabs.meta
├── Presets.meta
├── Scenes.meta
├── Scripts.meta
├── Materials.meta
├── Settings.meta
├── TextMesh Pro.meta
├── Presets
│ ├── Defaults.meta
│ ├── AudioCompressedInMemory.preset.meta
│ ├── AudioStreaming.preset.meta
│ ├── Defaults
│ │ ├── AudioDecompressOnLoad.preset.meta
│ │ ├── AlbedoTexture_Default.preset.meta
│ │ ├── DirectionalLight_Default.preset.meta
│ │ ├── DirectionalLight_Default.preset
│ │ └── AudioDecompressOnLoad.preset
│ ├── NormalTexture.preset.meta
│ ├── UtilityTexture.preset.meta
│ ├── AudioStreaming.preset
│ └── AudioCompressedInMemory.preset
├── Scripts
│ ├── Enemies.meta
│ ├── Player.meta
│ ├── Utilities.meta
│ ├── DataStructures.meta
│ ├── Environment.meta
│ ├── Management.meta
│ ├── Player
│ │ ├── ShipAttachments.meta
│ │ ├── ShipController.cs.meta
│ │ ├── CameraController.cs.meta
│ │ ├── ShipAttachments
│ │ │ ├── Attachment.cs.meta
│ │ │ ├── Hardpoints.cs.meta
│ │ │ ├── BaseWeaponBehavior.cs.meta
│ │ │ ├── DirectionalWeapon.cs.meta
│ │ │ ├── Attachment.cs
│ │ │ ├── Hardpoints.cs
│ │ │ ├── DirectionalWeapon.cs
│ │ │ └── BaseWeaponBehavior.cs
│ │ ├── CameraController.cs
│ │ └── ShipController.cs
│ ├── Utilities
│ │ ├── Attributes.meta
│ │ ├── EditorScripts.meta
│ │ ├── Attributes
│ │ │ ├── ReadonlyInspector.meta
│ │ │ ├── ConditionalProperty.meta
│ │ │ ├── ReadonlyInspector
│ │ │ │ ├── ReadonlyDisplayDrawer.cs.meta
│ │ │ │ ├── ReadonlyDisplayAttribute.cs.meta
│ │ │ │ ├── ReadonlyDisplayAttribute.cs
│ │ │ │ └── ReadonlyDisplayDrawer.cs
│ │ │ └── ConditionalProperty
│ │ │ │ ├── ConditionalPropertyDrawer.cs.meta
│ │ │ │ ├── ConditionalPropertyAttribute.cs.meta
│ │ │ │ ├── ConditionalPropertyAttribute.cs
│ │ │ │ └── ConditionalPropertyDrawer.cs
│ │ ├── Extensions.cs.meta
│ │ └── EditorScripts
│ │ │ ├── SimulateClickEditor.cs.meta
│ │ │ ├── SetAnchorsToCornersEditor.cs.meta
│ │ │ ├── SimulateClickEditor.cs
│ │ │ └── SetAnchorsToCornersEditor.cs
│ ├── DataStructures
│ │ ├── SingleUnityLayer.meta
│ │ ├── Interfaces.cs
│ │ ├── Interfaces.cs.meta
│ │ ├── OtherClasses.cs.meta
│ │ ├── SingleUnityLayer
│ │ │ ├── SingleUnityLayer.cs.meta
│ │ │ ├── SingleUnityLayerDrawer.cs.meta
│ │ │ ├── SingleUnityLayer.cs
│ │ │ └── SingleUnityLayerDrawer.cs
│ │ └── OtherClasses.cs
│ ├── Enemies
│ │ ├── BaseEnemyShip.cs.meta
│ │ └── BaseEnemyShip.cs
│ ├── Environment
│ │ ├── MapSegment.cs.meta
│ │ └── MapSegment.cs
│ └── Management
│ │ ├── GameManagement.cs.meta
│ │ ├── GameUIManager.cs.meta
│ │ ├── MainMenuUIManager.cs
│ │ ├── MainMenuUIManager.cs.meta
│ │ └── GameUIManager.cs
├── Materials
│ ├── Ship.mat.meta
│ ├── Skybox_Mat.mat.meta
│ ├── EnemyShip.mat.meta
│ ├── MapGround.mat.meta
│ ├── MapObstacles.mat.meta
│ ├── Skybox_Mat.mat
│ ├── EnemyShip.mat
│ ├── MapGround.mat
│ ├── Ship.mat
│ └── MapObstacles.mat
└── Settings
│ ├── ForwardRenderer.asset.meta
│ ├── SampleSceneProfile.asset.meta
│ ├── UniversalRP-LowQuality.asset.meta
│ ├── UniversalRP-HighQuality.asset.meta
│ ├── UniversalRP-MediumQuality.asset.meta
│ ├── UniversalRP-LowQuality.asset
│ ├── UniversalRP-HighQuality.asset
│ ├── UniversalRP-MediumQuality.asset
│ ├── ForwardRenderer.asset
│ └── SampleSceneProfile.asset
├── ProjectSettings
├── ProjectVersion.txt
├── ClusterInputManager.asset
├── XRSettings.asset
├── VersionControlSettings.asset
├── TimeManager.asset
├── VFXManager.asset
├── EditorBuildSettings.asset
├── URPProjectSettings.asset
├── AudioManager.asset
├── TagManager.asset
├── PresetManager.asset
├── UnityConnectSettings.asset
├── EditorSettings.asset
├── PackageManagerSettings.asset
├── DynamicsManager.asset
├── NavMeshAreas.asset
├── Physics2DSettings.asset
├── GraphicsSettings.asset
└── QualitySettings.asset
├── .vsconfig
├── .github
├── ISSUE_TEMPLATE
│ ├── idea.md
│ └── concept-art.md
└── workflows
│ └── codesee-arch-diagram.yml
├── PROJECT_DOCUMENTATION.md
├── LICENSE
├── .gitignore
├── Packages
└── manifest.json
├── README.md
└── CONTRIBUTIONS.md
/Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt:
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1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇$¥₩ #
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/ProjectSettings/ProjectVersion.txt:
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1 | m_EditorVersion: 2020.3.30f1
2 | m_EditorVersionWithRevision: 2020.3.30f1 (1fb1bf06830e)
3 |
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/.vsconfig:
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1 | {
2 | "version": "1.0",
3 | "components": [
4 | "Microsoft.VisualStudio.Workload.ManagedGame"
5 | ]
6 | }
7 |
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/Assets/Prefabs/Weapons/weapon.blend:
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/Assets/Prefabs/Weapons/crosshair.blend:
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/Assets/TextMesh Pro/Sprites/EmojiOne.png:
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/Assets/TextMesh Pro/Fonts/LiberationSans.ttf:
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/Assets/TextMesh Pro/Resources/LineBreaking Following Characters.txt:
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1 | )]}〕〉》」』】〙〗〟’”⦆»ヽヾーァィゥェォッャュョヮヵヶぁぃぅぇぉっゃゅょゎゕゖㇰㇱㇲㇳㇴㇵㇶㇷㇸㇹㇺㇻㇼㇽㇾㇿ々〻‐゠–〜?!‼⁇⁈⁉・、%,.:;。!?]):;=}¢°"†‡℃〆%,.
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/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf:
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1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/
2 |
3 | Please visit their website to view the complete set of their emojis and review their licensing terms.
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1 | ---
2 | name: Idea
3 | about: Use for discussing your new ideas for the project
4 | title: 'idea: YOUR_IDEA_TITLE_HERE'
5 | labels: feedback wanted, idea
6 | assignees: ''
7 |
8 | ---
9 |
10 | ## Idea
11 |
12 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public interface I_Usable
6 | {
7 | public void Use();
8 | }
9 |
10 | public interface I_Activity
11 | {
12 | public Status Status { get; }
13 | }
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1 | ---
2 | name: Concept Art
3 | about: Show your concept art for this game
4 | title: 'concept: YOUR_CONCEPT_TITLE_HERE'
5 | labels: concept, feedback wanted, idea
6 | assignees: ''
7 |
8 | ---
9 |
10 | ## Concept Art
11 |
12 |
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.SceneManagement;
5 |
6 | public class MainMenuUIManager : MonoBehaviour
7 | {
8 | public void StartGame()
9 | {
10 | SceneManager.LoadScene(1);
11 | }
12 | }
13 |
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Allow to display an attribute in inspector without allow editing
5 | ///
6 | public class ReadonlyDisplayAttribute : PropertyAttribute
7 | {
8 |
9 | public ReadonlyDisplayAttribute()
10 | {
11 |
12 | }
13 | }
14 |
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/Assets/Scripts/Player/ShipAttachments/Attachment.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public abstract class Attachment : MonoBehaviour, I_Usable
6 | {
7 | public Types Type = Types.AllPurpose;
8 |
9 | //placement for future ticket
10 | public void WillFit()
11 | {
12 | }
13 |
14 | public abstract void Use();
15 | }
16 |
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/Assets/Scripts/Utilities/Attributes/ConditionalProperty/ConditionalPropertyAttribute.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 |
3 | public class ConditionalPropertyAttribute : PropertyAttribute
4 | {
5 | public string Name;
6 | public bool Opposite;
7 |
8 | public ConditionalPropertyAttribute(string name, bool opposite = false)
9 | {
10 | Name = name;
11 | Opposite = opposite;
12 | }
13 | }
14 |
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8 | - enabled: 1
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10 | guid: 580534f1e5afaa1498d734dc252253db
11 | - enabled: 1
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1 | using UnityEngine;
2 |
3 | [System.Serializable]
4 | public class SingleUnityLayer
5 | {
6 | [SerializeField]
7 | private int m_LayerIndex = 0;
8 | public int LayerIndex
9 | {
10 | get { return m_LayerIndex; }
11 | }
12 |
13 | public void Set(int _layerIndex)
14 | {
15 | if (_layerIndex > 0 && _layerIndex < 32)
16 | {
17 | m_LayerIndex = _layerIndex;
18 | }
19 | }
20 |
21 | public int Mask
22 | {
23 | get { return 1 << m_LayerIndex; }
24 | }
25 | }
26 |
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4 | TagManager:
5 | serializedVersion: 2
6 | tags: []
7 | layers:
8 | - Default
9 | - TransparentFX
10 | - Ignore Raycast
11 | -
12 | - Water
13 | - UI
14 | - Player
15 | - Obstacle
16 | -
17 | -
18 | -
19 | -
20 | -
21 | -
22 | -
23 | -
24 | -
25 | -
26 | -
27 | -
28 | -
29 | -
30 | -
31 | -
32 | -
33 | -
34 | -
35 | -
36 | -
37 | -
38 | -
39 | -
40 | m_SortingLayers:
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42 | uniqueID: 0
43 | locked: 0
44 |
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/.github/workflows/codesee-arch-diagram.yml:
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1 | # This workflow was added by CodeSee. Learn more at https://codesee.io/
2 | # This is v2.0 of this workflow file
3 | on:
4 | push:
5 | branches:
6 | - main
7 | pull_request_target:
8 | types: [opened, synchronize, reopened]
9 |
10 | name: CodeSee
11 |
12 | permissions: read-all
13 |
14 | jobs:
15 | codesee:
16 | runs-on: ubuntu-latest
17 | continue-on-error: true
18 | name: Analyze the repo with CodeSee
19 | steps:
20 | - uses: Codesee-io/codesee-action@v2
21 | with:
22 | codesee-token: ${{ secrets.CODESEE_ARCH_DIAG_API_TOKEN }}
23 |
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/Assets/Scripts/Player/ShipAttachments/Hardpoints.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public enum Types
6 | {
7 | AllPurpose,
8 | Offensive,
9 | Defensive
10 | }
11 |
12 | public enum Size
13 | {
14 | Large,
15 | Medium,
16 | Small
17 | }
18 |
19 | public class Hardpoints : MonoBehaviour
20 | {
21 | public Types Type;
22 | public Size Size;
23 | public Attachment Attached;
24 |
25 | public void UseAttachment()
26 | {
27 | if (Attached != null)
28 | {
29 | Attached.Use();
30 | }
31 | }
32 | }
33 |
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/Assets/Scripts/Utilities/EditorScripts/SimulateClickEditor.cs:
--------------------------------------------------------------------------------
1 | #if UNITY_EDITOR
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEditor;
5 | using UnityEngine;
6 | using UnityEngine.EventSystems;
7 | using TMPro;
8 |
9 | public class SimulateClickEditor : EditorWindow
10 | {
11 | [MenuItem("CONTEXT/Button/Simulate Click")]
12 | [MenuItem("CONTEXT/Dropdown/Simulate Click")]
13 | [MenuItem("CONTEXT/TMP_Dropdown/Simulate Click")]
14 | [MenuItem("CONTEXT/Dropdown/Simulate Click")]
15 | public static void Action(MenuCommand command)
16 | {
17 | foreach (var go in Selection.gameObjects)
18 | {
19 | ExecuteEvents.Execute(go, new BaseEventData(EventSystem.current), ExecuteEvents.submitHandler);
20 | }
21 | }
22 | }
23 | #endif
--------------------------------------------------------------------------------
/Assets/Scripts/DataStructures/SingleUnityLayer/SingleUnityLayerDrawer.cs:
--------------------------------------------------------------------------------
1 | #if UNITY_EDITOR
2 | using UnityEditor;
3 | using UnityEngine;
4 |
5 | [CustomPropertyDrawer(typeof(SingleUnityLayer))]
6 | public class SingleUnityLayerDrawer : PropertyDrawer
7 | {
8 | public override void OnGUI(Rect _position, SerializedProperty _property, GUIContent _label)
9 | {
10 | EditorGUI.BeginProperty(_position, GUIContent.none, _property);
11 | SerializedProperty layerIndex = _property.FindPropertyRelative("m_LayerIndex");
12 | _position = EditorGUI.PrefixLabel(_position, GUIUtility.GetControlID(FocusType.Passive), _label);
13 | if (layerIndex != null)
14 | {
15 | layerIndex.intValue = EditorGUI.LayerField(_position, layerIndex.intValue);
16 | }
17 | EditorGUI.EndProperty();
18 | }
19 | }
20 | #endif
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/PROJECT_DOCUMENTATION.md:
--------------------------------------------------------------------------------
1 | # Project Documentation
2 |
3 | ## Project Files
4 | - **Assets**
5 | - **Materials**
6 | - **Prefabs**
7 | - **Presets**
8 | - **Scenes**
9 | - **Scripts**
10 | - **Environment:** Scripts that control independent environment models, animations etc.
11 | - **Management:** Scripts that manage the game and its systems
12 | - **Player:** Scripts regarding the player controls, movement and interaction
13 | - **Settings**
14 |
15 | ## Main Scripts
16 |
17 | **Management/GameManagement.cs**
18 | Singleton which controls the map, scrolling speed, and soon scoring system and other main features
19 |
20 | **Player/ShipController.cs**
21 | MonoBehaviour on the player's ship, handles input and movement of the ship
22 |
23 | **Player/CameraController.cs**
24 | MonoBehaviour on the camera, handles camera movement
25 |
26 | **Environment/MapSegment.cs**
27 | Holds information about a map segment, and its functionalities
28 |
--------------------------------------------------------------------------------
/Assets/Scripts/Management/GameUIManager.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using UnityEngine.UI;
5 | using TMPro;
6 | using System;
7 |
8 | public class GameUIManager : MonoBehaviour
9 | {
10 | [SerializeField]
11 | private TextMeshProUGUI ScoreText;
12 |
13 | //create UIManager Instance for global referencing
14 | public static GameUIManager Instance;
15 |
16 | void Awake()
17 | {
18 | //Singleton logic
19 | if (Instance == null)
20 | {
21 | Instance = this;
22 | }
23 | else
24 | {
25 | Destroy(this);
26 | Debug.LogWarning($"Two instances of {nameof(GameUIManager)}, which is a Singleton, found in scene.");
27 | }
28 | }
29 |
30 | private void Start()
31 | {
32 | }
33 |
34 | public void SetScoreText(TimeSpan totalTime)
35 | {
36 | ScoreText.text = totalTime.ToString("m':'ss'.'ff");
37 | }
38 | }
39 |
--------------------------------------------------------------------------------
/Assets/Scripts/Player/ShipAttachments/DirectionalWeapon.cs:
--------------------------------------------------------------------------------
1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class DirectionalWeapon : BaseWeaponBehavior
6 | {
7 | private void Awake()
8 | {
9 | this.Cooldown = ShotsPerMinute / 60;
10 | Debug.Log(this.Cooldown + " seconds between each shot");
11 | }
12 |
13 | public override void Use()
14 | {
15 | if (CanFire())
16 | {
17 | ShotTime = Time.time;
18 | foreach (var enemy in GameManagement.ActiveEnemies)
19 | {
20 | if (InRange(enemy.transform))
21 | {
22 | enemy.GetComponent().Health -= Damage;
23 | Debug.Log(enemy.GetComponent().Health);
24 | }
25 | else
26 | {
27 | Debug.Log("Miss");
28 | }
29 | }
30 | }
31 | }
32 | }
33 |
--------------------------------------------------------------------------------
/Assets/Scripts/Player/CameraController.cs:
--------------------------------------------------------------------------------
1 | ////////////////////////////////////////////////////////////////////////////
2 | //
3 | // (Deprecated)
4 | //
5 | // This component will make the camera follow the ship as it moves through the scene.
6 | //
7 | // Attach CameraController, to the main camera gameobject.
8 | //
9 | ////////////////////////////////////////////////////////////////////////////
10 |
11 | using System;
12 | using System.Collections;
13 | using System.Collections.Generic;
14 | using UnityEngine;
15 |
16 | [Obsolete("This component is obsolete. Camera controls have been moved to ShipController.cs")]
17 | public class CameraController : MonoBehaviour
18 | {
19 | public ShipController ShipController;
20 |
21 | private Vector3 playerPositionOffset;
22 |
23 | private void Awake()
24 | {
25 | playerPositionOffset = transform.position - ShipController.transform.position;
26 | }
27 | private void Update()
28 | {
29 | transform.position = ShipController.transform.position + playerPositionOffset;
30 | }
31 | }
32 |
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10 | m_EventUrl: https://cdp.cloud.unity3d.com/v1/events
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25 | m_InitializeOnStartup: 1
26 | UnityAdsSettings:
27 | m_Enabled: 0
28 | m_InitializeOnStartup: 1
29 | m_TestMode: 0
30 | m_IosGameId:
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32 | m_GameIds: {}
33 | m_GameId:
34 | PerformanceReportingSettings:
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/Assets/Scripts/Player/ShipAttachments/BaseWeaponBehavior.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public abstract class BaseWeaponBehavior : Attachment, I_Activity
6 | {
7 | //properties
8 | protected bool IsOnCooldown = false;
9 |
10 | protected float Cooldown = 0f;
11 | protected float ShotTime = 0f;
12 |
13 | public float Damage = 10f;
14 | public float Range;
15 | public float MaxHitAngle;
16 |
17 | public int ShotsPerMinute = 0;
18 |
19 | public Status Status => CanFire();
20 |
21 | //methods
22 | public bool CanFire()
23 | {
24 | return Time.time > ShotTime + Cooldown;
25 | }
26 |
27 | protected bool InRange(Transform enemy)
28 | {
29 | var shipTransform = GameManagement.Instance.ShipController.transform;
30 |
31 | if (Vector3.Angle(enemy.position - shipTransform.position, transform.forward) > MaxHitAngle) return false;
32 |
33 | if ((shipTransform.position - enemy.position).magnitude > Range) return false;
34 |
35 | return true;
36 | }
37 | }
38 |
--------------------------------------------------------------------------------
/LICENSE:
--------------------------------------------------------------------------------
1 | MIT License
2 |
3 | Copyright (c) 2023 Isotopic
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
22 |
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/Assets/Scripts/DataStructures/OtherClasses.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using System;
5 |
6 | public class Status
7 | {
8 | public virtual bool Active { get; protected set; }
9 |
10 | public virtual void Set(bool value)
11 | {
12 | Active = value;
13 | }
14 |
15 | public static implicit operator Status(bool value)
16 | {
17 | return new Status(){ Active = value };
18 | }
19 | }
20 |
21 | public class NotifyingStatus : Status
22 | {
23 | public delegate void StatusChangedHandler(object source, StatusChangedEventArgs args);
24 | public event StatusChangedHandler OnStatusChanged;
25 | public class StatusChangedEventArgs : EventArgs
26 | {
27 | public bool NewValue;
28 | }
29 |
30 | public override bool Active
31 | {
32 | get => base.Active;
33 | protected set {
34 | bool prev = base.Active;
35 | base.Active = value;
36 | if (value != prev)
37 | {
38 | OnStatusChanged?.Invoke(this, new StatusChangedEventArgs() { NewValue = value });
39 | }
40 | }
41 | }
42 | }
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/Assets/Scripts/Utilities/Attributes/ConditionalProperty/ConditionalPropertyDrawer.cs:
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1 | #if UNITY_EDITOR
2 | using UnityEngine;
3 | using UnityEditor;
4 |
5 | [CustomPropertyDrawer(typeof(ConditionalPropertyAttribute))]
6 | public class ConditionalPropertyDrawer : PropertyDrawer
7 | {
8 | public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
9 | {
10 | var conditionalAttribute = (ConditionalPropertyAttribute) attribute;
11 | var name = conditionalAttribute.Name;
12 |
13 | var path = property.propertyPath;
14 | var prop = property.serializedObject.FindProperty(path.Replace(property.name, name));
15 |
16 | if (prop != null)
17 | {
18 | if ((prop.boolValue && !conditionalAttribute.Opposite) || (!prop.boolValue && conditionalAttribute.Opposite))
19 | {
20 | EditorGUI.PropertyField(position, property, new GUIContent(SplitCamelCase(property.name)));
21 | }
22 | }
23 | }
24 | private static string SplitCamelCase(string input)
25 | {
26 | return System.Text.RegularExpressions.Regex.Replace(input, "([A-Z])", " $1", System.Text.RegularExpressions.RegexOptions.Compiled).Trim();
27 | }
28 | }
29 | #endif
--------------------------------------------------------------------------------
/Assets/Scripts/Environment/MapSegment.cs:
--------------------------------------------------------------------------------
1 | ////////////////////////////////////////////////////////////////////////////
2 | //
3 | // This component holds references and logic for a map segment.
4 | //
5 | // Attach MapSegment to map segment game objects, make prefabs from them and add
6 | // their references to GameManagement -> MapPrefabs, for them to work.
7 | //
8 | // Override this component for custom logic of special map segments.
9 | //
10 | ////////////////////////////////////////////////////////////////////////////
11 | using System.Collections;
12 | using System.Collections.Generic;
13 | using UnityEngine;
14 |
15 | public class MapSegment : MonoBehaviour
16 | {
17 | [Tooltip("An (empty) transform placed at the start of this map segment game object. Will connect with the previous segment's EndPoint")]
18 | public Transform StartPoint;
19 |
20 | [Tooltip("An (empty) transform placed at the end of this map segment game object. Will connect with the next segment's StartPoint")]
21 | public Transform EndPoint;
22 |
23 | [Tooltip("The maximum distance (on forward axis) between the player's ship and this segment's EndPoint, for the segment to be removed")]
24 | public float MaxOffsetFromPlayerBeforeRemove = 10f;
25 |
26 | public void SetPositionAfterSegment(MapSegment segment)
27 | {
28 | transform.position = segment.EndPoint.position + transform.position - StartPoint.position;
29 | }
30 | }
31 |
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/.gitignore:
--------------------------------------------------------------------------------
1 | # This .gitignore file should be placed at the root of your Unity project directory
2 | #
3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
4 | #
5 | /[Ll]ibrary/
6 | /[Tt]emp/
7 | /[Oo]bj/
8 | /[Bb]uild/
9 | /[Bb]uilds/
10 | /[Ll]ogs/
11 | /[Uu]ser[Ss]ettings/
12 |
13 | # MemoryCaptures can get excessive in size.
14 | # They also could contain extremely sensitive data
15 | /[Mm]emoryCaptures/
16 |
17 | # Recordings can get excessive in size
18 | /[Rr]ecordings/
19 |
20 | # Uncomment this line if you wish to ignore the asset store tools plugin
21 | # /[Aa]ssets/AssetStoreTools*
22 |
23 | # Autogenerated Jetbrains Rider plugin
24 | /[Aa]ssets/Plugins/Editor/JetBrains*
25 |
26 | # Visual Studio cache directory
27 | .vs/
28 |
29 | # Gradle cache directory
30 | .gradle/
31 |
32 | # Autogenerated VS/MD/Consulo solution and project files
33 | ExportedObj/
34 | .consulo/
35 | *.csproj
36 | *.unityproj
37 | *.sln
38 | *.suo
39 | *.tmp
40 | *.user
41 | *.userprefs
42 | *.pidb
43 | *.booproj
44 | *.svd
45 | *.pdb
46 | *.mdb
47 | *.opendb
48 | *.VC.db
49 |
50 | # Unity3D generated meta files
51 | *.pidb.meta
52 | *.pdb.meta
53 | *.mdb.meta
54 |
55 | # Unity3D generated file on crash reports
56 | sysinfo.txt
57 |
58 | # Builds
59 | *.apk
60 | *.aab
61 | *.unitypackage
62 | *.app
63 |
64 | # Crashlytics generated file
65 | crashlytics-build.properties
66 |
67 | # Packed Addressables
68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
69 |
70 | # Temporary auto-generated Android Assets
71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta
72 | /[Aa]ssets/[Ss]treamingAssets/aa/*
73 |
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/Assets/Scripts/Enemies/BaseEnemyShip.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 |
5 | public class BaseEnemyShip : MonoBehaviour
6 | {
7 | //private
8 | private float newPositionTimer;
9 |
10 |
11 | //pulic
12 | public float ChangePositionTimerMin = 0f;
13 | public float ChangePositionTimerMax = 6f;
14 | public float Health = 100f;
15 | public float HorizontalSpeedMultiplier = 0.6f;
16 | public float NextXOffsetMin = 10f;
17 | public float NextXOffsetMax = 70f;
18 | public float TargetXOffset { get; protected set; } = 0f;
19 |
20 | private void Awake()
21 | {
22 | TargetXOffset = transform.position.x;
23 | SetNextTimer();
24 | }
25 |
26 | private void Update()
27 | {
28 | UpdateMovement();
29 | if(this.Health <= 0)
30 | {
31 | Destroy(gameObject);
32 | }
33 | }
34 |
35 | private void OnEnable()
36 | {
37 | GameManagement.RegisterEnemy(this);
38 | }
39 |
40 | private void OnDisable()
41 | {
42 | GameManagement.UnRegisterEnemy(this);
43 | }
44 |
45 | private void UpdateMovement()
46 | {
47 | newPositionTimer -= Time.deltaTime;
48 |
49 | if (newPositionTimer <= 0)
50 | {
51 | TargetXOffset += (Random.Range(0, 2) == 0 ? 1 : -1) * Random.Range(NextXOffsetMin, NextXOffsetMax);
52 | SetNextTimer();
53 | }
54 |
55 | transform.position = Vector3.Lerp(transform.position, new Vector3(TargetXOffset, transform.position.y, transform.position.z), Time.deltaTime * HorizontalSpeedMultiplier);
56 | }
57 |
58 | private void SetNextTimer()
59 | {
60 | newPositionTimer = Random.Range(ChangePositionTimerMin, ChangePositionTimerMax);
61 | }
62 | }
63 |
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1 | {
2 | "dependencies": {
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5 | "com.unity.ide.visualstudio": "2.0.14",
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14 | "com.unity.modules.animation": "1.0.0",
15 | "com.unity.modules.assetbundle": "1.0.0",
16 | "com.unity.modules.audio": "1.0.0",
17 | "com.unity.modules.cloth": "1.0.0",
18 | "com.unity.modules.director": "1.0.0",
19 | "com.unity.modules.imageconversion": "1.0.0",
20 | "com.unity.modules.imgui": "1.0.0",
21 | "com.unity.modules.jsonserialize": "1.0.0",
22 | "com.unity.modules.particlesystem": "1.0.0",
23 | "com.unity.modules.physics": "1.0.0",
24 | "com.unity.modules.physics2d": "1.0.0",
25 | "com.unity.modules.screencapture": "1.0.0",
26 | "com.unity.modules.terrain": "1.0.0",
27 | "com.unity.modules.terrainphysics": "1.0.0",
28 | "com.unity.modules.tilemap": "1.0.0",
29 | "com.unity.modules.ui": "1.0.0",
30 | "com.unity.modules.uielements": "1.0.0",
31 | "com.unity.modules.umbra": "1.0.0",
32 | "com.unity.modules.unityanalytics": "1.0.0",
33 | "com.unity.modules.unitywebrequest": "1.0.0",
34 | "com.unity.modules.unitywebrequestassetbundle": "1.0.0",
35 | "com.unity.modules.unitywebrequestaudio": "1.0.0",
36 | "com.unity.modules.unitywebrequesttexture": "1.0.0",
37 | "com.unity.modules.unitywebrequestwww": "1.0.0",
38 | "com.unity.modules.vehicles": "1.0.0",
39 | "com.unity.modules.video": "1.0.0",
40 | "com.unity.modules.vr": "1.0.0",
41 | "com.unity.modules.wind": "1.0.0",
42 | "com.unity.modules.xr": "1.0.0"
43 | }
44 | }
45 |
--------------------------------------------------------------------------------
/Assets/Scripts/Utilities/EditorScripts/SetAnchorsToCornersEditor.cs:
--------------------------------------------------------------------------------
1 | #if UNITY_EDITOR
2 | using System.Collections;
3 | using System.Collections.Generic;
4 | using UnityEditor;
5 | using UnityEngine;
6 |
7 | public class SetAnchorsToCornersEditor : EditorWindow
8 | {
9 | [MenuItem("GameObject/Set Anchors To Fill/Selected Objects Only")]
10 | [MenuItem("CONTEXT/RectTransform/Set Anchors To Fill")]
11 | public static void Action(MenuCommand command)
12 | {
13 | foreach (var go in Selection.gameObjects)
14 | {
15 | InsideAction(go);
16 | }
17 | }
18 |
19 | [MenuItem("GameObject/Set Anchors To Fill/Selected Objects and Children")]
20 | public static void Action2(MenuCommand command)
21 | {
22 | foreach (var go in Selection.gameObjects)
23 | {
24 | InsideAction(go);
25 | foreach (var t in go.GetComponentsInChildren(true))
26 | {
27 | InsideAction(t.gameObject);
28 | }
29 | }
30 | }
31 |
32 | private static void InsideAction(GameObject go)
33 | {
34 | RectTransform t = go.GetComponent();
35 | if (t == null) return;
36 | RectTransform pt = (t.parent is RectTransform) ? (RectTransform)t.parent : null;
37 |
38 | if (pt == null)
39 | {
40 | t.anchorMin = Vector2.zero;
41 | t.anchorMax = Vector2.one;
42 | return;
43 | }
44 |
45 |
46 | Vector2 newAnchorsMin = new Vector2(t.anchorMin.x + t.offsetMin.x / pt.rect.width,
47 | t.anchorMin.y + t.offsetMin.y / pt.rect.height);
48 | Vector2 newAnchorsMax = new Vector2(t.anchorMax.x + t.offsetMax.x / pt.rect.width,
49 | t.anchorMax.y + t.offsetMax.y / pt.rect.height);
50 |
51 | t.anchorMin = newAnchorsMin;
52 | t.anchorMax = newAnchorsMax;
53 | t.offsetMin = t.offsetMax = new Vector2(0, 0);
54 | }
55 | }
56 | #endif
57 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Iso Space Game
2 |
3 | **Description**:
4 | Isospace is a fully open-source game being developed for the [Isotopic Game Store](https://isotopic.io/nft-game-store), by the Isotopic Community.
5 | The game is developed using [Unity 3D](https://unity.com), and is scheduled to be released on the Isotopic Store
6 |
7 | - **Technology stack**:
8 | - [Unity 3D Engine](https://unity.com)
9 | - C#
10 |
11 | - **Status**: Early Minimum Prototype
12 |
13 | **Base Gameplay**:
14 | Player controls a ship that can move on the X axis, navigating through levels of obstacles. As the game progresses, the speed increases.
15 | Base gameplay inspired by [Race The Sun game](https://store.steampowered.com/app/253030/Race_The_Sun/), gameplay pending design and features.
16 |
17 | ## Dependencies
18 | - Unity Editor Version 2020.3.30f1
19 |
20 | ## Installation
21 |
22 | - Download Unity Editor 2020.3.30f1
23 | - Clone repository
24 | - Open installation folder with Unity (Use version 2020.3.30f1)
25 |
26 |
27 | ## How to test the software
28 |
29 | (N/A)
30 |
31 |
32 |
33 |
34 |
35 | # Getting involved
36 | **Status:** Actively looking for contributions.
37 |
38 | ## Looking For
39 | - Game Designers
40 | - Coders
41 | - Modelers
42 | - UI Artists
43 | - SFX/VFX Artists
44 |
45 |
46 | ## How to Contribute
47 |
48 | - Read the [Contribution Guidelines](CONTRIBUTIONS.md)
49 | - Check out the [Project Documentation](PROJECT_DOCUMENTATION.md)
50 |
51 | ## Known issues
52 |
53 | Check out [Issues](https://github.com/IsotopicIO/iso-space-game/issues)
54 |
55 | ## Discussions
56 |
57 | Join the [Isotopic Discord Community](https://discord.gg/zZqNycn6FJ), to discuss the development of this game, give feedback, and meet the other contributors.
58 |
59 |
60 |
61 |
62 |
63 | ## Credits and references
64 |
65 | 1. Initiative by [Isotopic](https://isotopic.io)
66 | 2. Inspired by [Race The Sun game](https://store.steampowered.com/app/253030/Race_The_Sun/)
67 | 2. The [discord community of Isotopic](https://discord.gg/zZqNycn6FJ) for its contributions and support
68 |
--------------------------------------------------------------------------------
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2 | %TAG !u! tag:unity3d.com,2011:
3 | --- !u!19 &1
4 | Physics2DSettings:
5 | m_ObjectHideFlags: 0
6 | serializedVersion: 4
7 | m_Gravity: {x: 0, y: -9.81}
8 | m_DefaultMaterial: {fileID: 0}
9 | m_VelocityIterations: 8
10 | m_PositionIterations: 3
11 | m_VelocityThreshold: 1
12 | m_MaxLinearCorrection: 0.2
13 | m_MaxAngularCorrection: 8
14 | m_MaxTranslationSpeed: 100
15 | m_MaxRotationSpeed: 360
16 | m_BaumgarteScale: 0.2
17 | m_BaumgarteTimeOfImpactScale: 0.75
18 | m_TimeToSleep: 0.5
19 | m_LinearSleepTolerance: 0.01
20 | m_AngularSleepTolerance: 2
21 | m_DefaultContactOffset: 0.01
22 | m_JobOptions:
23 | serializedVersion: 2
24 | useMultithreading: 0
25 | useConsistencySorting: 0
26 | m_InterpolationPosesPerJob: 100
27 | m_NewContactsPerJob: 30
28 | m_CollideContactsPerJob: 100
29 | m_ClearFlagsPerJob: 200
30 | m_ClearBodyForcesPerJob: 200
31 | m_SyncDiscreteFixturesPerJob: 50
32 | m_SyncContinuousFixturesPerJob: 50
33 | m_FindNearestContactsPerJob: 100
34 | m_UpdateTriggerContactsPerJob: 100
35 | m_IslandSolverCostThreshold: 100
36 | m_IslandSolverBodyCostScale: 1
37 | m_IslandSolverContactCostScale: 10
38 | m_IslandSolverJointCostScale: 10
39 | m_IslandSolverBodiesPerJob: 50
40 | m_IslandSolverContactsPerJob: 50
41 | m_AutoSimulation: 1
42 | m_QueriesHitTriggers: 1
43 | m_QueriesStartInColliders: 1
44 | m_CallbacksOnDisable: 1
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46 | m_AutoSyncTransforms: 0
47 | m_AlwaysShowColliders: 0
48 | m_ShowColliderSleep: 1
49 | m_ShowColliderContacts: 0
50 | m_ShowColliderAABB: 0
51 | m_ContactArrowScale: 0.2
52 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412}
53 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432}
54 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745}
55 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804}
56 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff
57 |
--------------------------------------------------------------------------------
/CONTRIBUTIONS.md:
--------------------------------------------------------------------------------
1 | # How to Contribute
2 | Scroll down for Contribution Guidelines.
3 |
4 | ## Basic Github CLI Workflow
5 | **Prerequisites:**
6 | - Download and Install [Git Bash](https://git-scm.com/downloads)
7 |
8 | Read the official github guide on contributions [here](https://github.com/firstcontributions/first-contributions)
9 |
10 | **Tl;dr**
11 | 1. Fork the repository
12 | 2. Clone the repository locally: ``git clone "url from your forked repo"``
13 | 3. Create a new branch: ``git switch -c your-new-branch``
14 | 4. Make changes
15 | 5. Push Changes: ``git push -u origin your-branch-name``
16 | 6. Open pull request from github website
17 |
18 |
19 | **Additional**
20 | - Keep your forked repository up to date: https://docs.github.com/en/pull-requests/collaborating-with-pull-requests/working-with-forks/syncing-a-fork
21 |
22 |
23 |
24 |
25 |
26 | ## Contribution Guidelines
27 |
28 | This project will use [Github Issues](https://github.com/IsotopicIO/iso-space-game/issues) for feature requests, asking for help, reporting issues, etc.
29 | Please add the appropriate labels when creating a new issue, and be as descriptive as possible.
30 |
31 | **Coding Practices**
32 | - Use **PascalCase** for public members of classes (e.g `public float MyNumber;`)
33 | - Use **camelCase** for private members of classes (e.g. `private Transform myTransform;`)
34 | - Do not clutter Awake/Start/Update. Isolate and organize logic of different "sub-components" in their own methods, and call these methods in Update or wherever needed.
35 | - On new scripts, describe the usage of said script at the top using a comment.
36 |
37 | **Naming Practices**
38 | - `I_MyInterface`- "I_" prefix for interfaces.
39 | - `E_MyEnum` - "E_" prefix for enums.
40 | - `BaseMyClass` - "Base" prefix for base classes.
41 | - `delegate OnStatusChangedHandler(object source, MyEventArgs args)` - "Handler" suffix for event handler, and "EventArgs" suffix for event args class.
42 |
43 | **Script Description Comment template:**
44 | ```
45 | ////////////////////////////////////////////////////////////////////////////
46 | //
47 | // This component will enable flight controls on the gameobject it is placed on,
48 | // giving the player steering control of the ship, using A, D or LeftArrow, RightArrow
49 | //
50 | // Attach ShipController to the ship game object.
51 | //
52 | ////////////////////////////////////////////////////////////////////////////
53 | ```
54 |
55 | **Check out [these](https://github.com/IsotopicIO/iso-space-game/issues/5) features that can be worked on, while the main ideas of the game are being defined**
56 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMPro.cginc:
--------------------------------------------------------------------------------
1 | float2 UnpackUV(float uv)
2 | {
3 | float2 output;
4 | output.x = floor(uv / 4096);
5 | output.y = uv - 4096 * output.x;
6 |
7 | return output * 0.001953125;
8 | }
9 |
10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness)
11 | {
12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness));
13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline));
14 |
15 | faceColor.rgb *= faceColor.a;
16 | outlineColor.rgb *= outlineColor.a;
17 |
18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha);
19 |
20 | faceColor *= faceAlpha;
21 |
22 | return faceColor;
23 | }
24 |
25 | float3 GetSurfaceNormal(float4 h, float bias)
26 | {
27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2));
28 |
29 | h += bias+_BevelOffset;
30 |
31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth);
32 |
33 | // Track outline
34 | h -= .5;
35 | h /= bevelWidth;
36 | h = saturate(h+.5);
37 |
38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0);
39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness);
40 | h = min(h, 1.0-_BevelClamp);
41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0;
42 |
43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x));
44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z));
45 |
46 | return cross(va, vb);
47 | }
48 |
49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta)
50 | {
51 | // Read "height field"
52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a,
53 | tex2D(_MainTex, uv + delta.xz).a,
54 | tex2D(_MainTex, uv - delta.zy).a,
55 | tex2D(_MainTex, uv + delta.zy).a};
56 |
57 | return GetSurfaceNormal(h, bias);
58 | }
59 |
60 | float3 GetSpecular(float3 n, float3 l)
61 | {
62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
63 | return _SpecularColor.rgb * spec * _SpecularPower;
64 | }
65 |
66 | float4 GetGlowColor(float d, float scale)
67 | {
68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale;
69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale;
70 | glow = saturate(abs(glow/(1.0 + t)));
71 | glow = 1.0-pow(glow, _GlowPower);
72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel
73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2));
74 | }
75 |
76 | float4 BlendARGB(float4 overlying, float4 underlying)
77 | {
78 | overlying.rgb *= overlying.a;
79 | underlying.rgb *= underlying.a;
80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb);
81 | float alpha = underlying.a + (1-underlying.a)*overlying.a;
82 | return float4(blended, alpha);
83 | }
84 |
85 |
--------------------------------------------------------------------------------
/Assets/Scripts/Utilities/Attributes/ReadonlyInspector/ReadonlyDisplayDrawer.cs:
--------------------------------------------------------------------------------
1 | #if UNITY_EDITOR
2 | using UnityEngine;
3 | using UnityEditor;
4 |
5 | [CustomPropertyDrawer(typeof(ReadonlyDisplayAttribute))]
6 | public class ReadonlyDisplayDrawer : PropertyDrawer
7 | {
8 |
9 |
10 | ///
11 | /// Display attribute and his value in inspector depending on the type
12 | /// Fill attribute needed
13 | ///
14 | public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
15 | {
16 | switch (property.propertyType)
17 | {
18 | case SerializedPropertyType.AnimationCurve:
19 | break;
20 | case SerializedPropertyType.ArraySize:
21 | break;
22 | case SerializedPropertyType.Boolean:
23 | EditorGUI.LabelField(position, label, new GUIContent(property.boolValue.ToString()));
24 | break;
25 | case SerializedPropertyType.Bounds:
26 | break;
27 | case SerializedPropertyType.Character:
28 | break;
29 | case SerializedPropertyType.Color:
30 | break;
31 | case SerializedPropertyType.Enum:
32 | EditorGUI.LabelField(position, label, new GUIContent(property.enumDisplayNames[property.enumValueIndex]));
33 | break;
34 | case SerializedPropertyType.Float:
35 | EditorGUI.LabelField(position, label, new GUIContent(property.floatValue.ToString()));
36 | break;
37 | case SerializedPropertyType.Generic:
38 | break;
39 | case SerializedPropertyType.Gradient:
40 | break;
41 | case SerializedPropertyType.Integer:
42 | EditorGUI.LabelField(position, label, new GUIContent(property.intValue.ToString()));
43 | break;
44 | case SerializedPropertyType.LayerMask:
45 | break;
46 | case SerializedPropertyType.ObjectReference:
47 | break;
48 | case SerializedPropertyType.Quaternion:
49 | break;
50 | case SerializedPropertyType.Rect:
51 | break;
52 | case SerializedPropertyType.String:
53 | EditorGUI.LabelField(position, label, new GUIContent(property.stringValue));
54 | break;
55 | case SerializedPropertyType.Vector2:
56 | break;
57 | case SerializedPropertyType.Vector3:
58 | break;
59 | case SerializedPropertyType.Vector4:
60 | break;
61 | }
62 | }
63 | }
64 | #endif
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/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc:
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1 | // UI Editable properties
2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance
3 | uniform float _FaceUVSpeedX;
4 | uniform float _FaceUVSpeedY;
5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity
6 | uniform float _FaceDilate; // v[ 0, 1]
7 | uniform float _OutlineSoftness; // v[ 0, 1]
8 |
9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity
10 | uniform float _OutlineUVSpeedX;
11 | uniform float _OutlineUVSpeedY;
12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity
13 | uniform float _OutlineWidth; // v[ 0, 1]
14 |
15 | uniform float _Bevel; // v[ 0, 1]
16 | uniform float _BevelOffset; // v[-1, 1]
17 | uniform float _BevelWidth; // v[-1, 1]
18 | uniform float _BevelClamp; // v[ 0, 1]
19 | uniform float _BevelRoundness; // v[ 0, 1]
20 |
21 | uniform sampler2D _BumpMap; // Normal map
22 | uniform float _BumpOutline; // v[ 0, 1]
23 | uniform float _BumpFace; // v[ 0, 1]
24 |
25 | uniform samplerCUBE _Cube; // Cube / sphere map
26 | uniform fixed4 _ReflectFaceColor; // RGB intensity
27 | uniform fixed4 _ReflectOutlineColor;
28 | //uniform float _EnvTiltX; // v[-1, 1]
29 | //uniform float _EnvTiltY; // v[-1, 1]
30 | uniform float3 _EnvMatrixRotation;
31 | uniform float4x4 _EnvMatrix;
32 |
33 | uniform fixed4 _SpecularColor; // RGB intensity
34 | uniform float _LightAngle; // v[ 0,Tau]
35 | uniform float _SpecularPower; // v[ 0, 1]
36 | uniform float _Reflectivity; // v[ 5, 15]
37 | uniform float _Diffuse; // v[ 0, 1]
38 | uniform float _Ambient; // v[ 0, 1]
39 |
40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity
41 | uniform float _UnderlayOffsetX; // v[-1, 1]
42 | uniform float _UnderlayOffsetY; // v[-1, 1]
43 | uniform float _UnderlayDilate; // v[-1, 1]
44 | uniform float _UnderlaySoftness; // v[ 0, 1]
45 |
46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity
47 | uniform float _GlowOffset; // v[-1, 1]
48 | uniform float _GlowOuter; // v[ 0, 1]
49 | uniform float _GlowInner; // v[ 0, 1]
50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)]
51 |
52 | // API Editable properties
53 | uniform float _ShaderFlags;
54 | uniform float _WeightNormal;
55 | uniform float _WeightBold;
56 |
57 | uniform float _ScaleRatioA;
58 | uniform float _ScaleRatioB;
59 | uniform float _ScaleRatioC;
60 |
61 | uniform float _VertexOffsetX;
62 | uniform float _VertexOffsetY;
63 |
64 | //uniform float _UseClipRect;
65 | uniform float _MaskID;
66 | uniform sampler2D _MaskTex;
67 | uniform float4 _MaskCoord;
68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
69 | //uniform float _MaskWipeControl;
70 | //uniform float _MaskEdgeSoftness;
71 | //uniform fixed4 _MaskEdgeColor;
72 | //uniform bool _MaskInverse;
73 |
74 | uniform float _MaskSoftnessX;
75 | uniform float _MaskSoftnessY;
76 |
77 | // Font Atlas properties
78 | uniform sampler2D _MainTex;
79 | uniform float _TextureWidth;
80 | uniform float _TextureHeight;
81 | uniform float _GradientScale;
82 | uniform float _ScaleX;
83 | uniform float _ScaleY;
84 | uniform float _PerspectiveFilter;
85 | uniform float _Sharpness;
86 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader:
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1 | Shader "TextMeshPro/Sprite"
2 | {
3 | Properties
4 | {
5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
6 | _Color ("Tint", Color) = (1,1,1,1)
7 |
8 | _StencilComp ("Stencil Comparison", Float) = 8
9 | _Stencil ("Stencil ID", Float) = 0
10 | _StencilOp ("Stencil Operation", Float) = 0
11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
12 | _StencilReadMask ("Stencil Read Mask", Float) = 255
13 |
14 | _CullMode ("Cull Mode", Float) = 0
15 | _ColorMask ("Color Mask", Float) = 15
16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
17 |
18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
19 | }
20 |
21 | SubShader
22 | {
23 | Tags
24 | {
25 | "Queue"="Transparent"
26 | "IgnoreProjector"="True"
27 | "RenderType"="Transparent"
28 | "PreviewType"="Plane"
29 | "CanUseSpriteAtlas"="True"
30 | }
31 |
32 | Stencil
33 | {
34 | Ref [_Stencil]
35 | Comp [_StencilComp]
36 | Pass [_StencilOp]
37 | ReadMask [_StencilReadMask]
38 | WriteMask [_StencilWriteMask]
39 | }
40 |
41 | Cull [_CullMode]
42 | Lighting Off
43 | ZWrite Off
44 | ZTest [unity_GUIZTestMode]
45 | Blend SrcAlpha OneMinusSrcAlpha
46 | ColorMask [_ColorMask]
47 |
48 | Pass
49 | {
50 | Name "Default"
51 | CGPROGRAM
52 | #pragma vertex vert
53 | #pragma fragment frag
54 | #pragma target 2.0
55 |
56 | #include "UnityCG.cginc"
57 | #include "UnityUI.cginc"
58 |
59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
61 |
62 | struct appdata_t
63 | {
64 | float4 vertex : POSITION;
65 | float4 color : COLOR;
66 | float2 texcoord : TEXCOORD0;
67 | UNITY_VERTEX_INPUT_INSTANCE_ID
68 | };
69 |
70 | struct v2f
71 | {
72 | float4 vertex : SV_POSITION;
73 | fixed4 color : COLOR;
74 | float2 texcoord : TEXCOORD0;
75 | float4 worldPosition : TEXCOORD1;
76 | UNITY_VERTEX_OUTPUT_STEREO
77 | };
78 |
79 | sampler2D _MainTex;
80 | fixed4 _Color;
81 | fixed4 _TextureSampleAdd;
82 | float4 _ClipRect;
83 | float4 _MainTex_ST;
84 |
85 | v2f vert(appdata_t v)
86 | {
87 | v2f OUT;
88 | UNITY_SETUP_INSTANCE_ID(v);
89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
90 | OUT.worldPosition = v.vertex;
91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
92 |
93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
94 |
95 | OUT.color = v.color * _Color;
96 | return OUT;
97 | }
98 |
99 | fixed4 frag(v2f IN) : SV_Target
100 | {
101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
102 |
103 | #ifdef UNITY_UI_CLIP_RECT
104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
105 | #endif
106 |
107 | #ifdef UNITY_UI_ALPHACLIP
108 | clip (color.a - 0.001);
109 | #endif
110 |
111 | return color;
112 | }
113 | ENDCG
114 | }
115 | }
116 | }
117 |
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68 | - _OutlineUVSpeedY: 0
69 | - _OutlineWidth: 0.1
70 | - _PerspectiveFilter: 0.875
71 | - _Reflectivity: 10
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74 | - _ScaleRatioC: 0.64125
75 | - _ScaleX: 1
76 | - _ScaleY: 1
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79 | - _SpecularPower: 2
80 | - _Stencil: 0
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84 | - _StencilWriteMask: 255
85 | - _TextureHeight: 1024
86 | - _TextureWidth: 1024
87 | - _UnderlayDilate: 0
88 | - _UnderlayOffsetX: 0.5
89 | - _UnderlayOffsetY: -0.5
90 | - _UnderlaySoftness: 0.05
91 | - _VertexOffsetX: 0
92 | - _VertexOffsetY: 0
93 | - _WeightBold: 0.75
94 | - _WeightNormal: 0
95 | m_Colors:
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99 | - _FaceColor: {r: 1, g: 1, b: 1, a: 1}
100 | - _GlowColor: {r: 0, g: 1, b: 0, a: 0.5}
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104 | - _ReflectOutlineColor: {r: 0, g: 0, b: 0, a: 1}
105 | - _SpecularColor: {r: 1, g: 1, b: 1, a: 1}
106 | - _UnderlayColor: {r: 0, g: 0, b: 0, a: 0.5}
107 |
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/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader:
--------------------------------------------------------------------------------
1 | // Simplified SDF shader:
2 | // - No Shading Option (bevel / bump / env map)
3 | // - No Glow Option
4 | // - Softness is applied on both side of the outline
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field SSD" {
7 |
8 | Properties {
9 | [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
10 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
11 |
12 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
13 | _OutlineWidth ("Outline Thickness", Range(0,1)) = 0
14 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
15 |
16 | [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
17 | _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
18 | _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
19 | _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
20 | _UnderlaySoftness ("Border Softness", Range(0,1)) = 0
21 |
22 | _WeightNormal ("Weight Normal", float) = 0
23 | _WeightBold ("Weight Bold", float) = .5
24 |
25 | _ShaderFlags ("Flags", float) = 0
26 | _ScaleRatioA ("Scale RatioA", float) = 1
27 | _ScaleRatioB ("Scale RatioB", float) = 1
28 | _ScaleRatioC ("Scale RatioC", float) = 1
29 |
30 | _MainTex ("Font Atlas", 2D) = "white" {}
31 | _TextureWidth ("Texture Width", float) = 512
32 | _TextureHeight ("Texture Height", float) = 512
33 | _GradientScale ("Gradient Scale", float) = 5
34 | _ScaleX ("Scale X", float) = 1
35 | _ScaleY ("Scale Y", float) = 1
36 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
37 | _Sharpness ("Sharpness", Range(-1,1)) = 0
38 |
39 | _VertexOffsetX ("Vertex OffsetX", float) = 0
40 | _VertexOffsetY ("Vertex OffsetY", float) = 0
41 |
42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
45 | _MaskTex ("Mask Texture", 2D) = "white" {}
46 | _MaskInverse ("Inverse", float) = 0
47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1)
48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01
49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5
50 |
51 | _StencilComp ("Stencil Comparison", Float) = 8
52 | _Stencil ("Stencil ID", Float) = 0
53 | _StencilOp ("Stencil Operation", Float) = 0
54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255
55 | _StencilReadMask ("Stencil Read Mask", Float) = 255
56 |
57 | _CullMode ("Cull Mode", Float) = 0
58 | _ColorMask ("Color Mask", Float) = 15
59 | }
60 |
61 | SubShader {
62 | Tags {
63 | "Queue"="Transparent"
64 | "IgnoreProjector"="True"
65 | "RenderType"="Transparent"
66 | }
67 |
68 | Stencil
69 | {
70 | Ref [_Stencil]
71 | Comp [_StencilComp]
72 | Pass [_StencilOp]
73 | ReadMask [_StencilReadMask]
74 | WriteMask [_StencilWriteMask]
75 | }
76 |
77 | Cull [_CullMode]
78 | ZWrite Off
79 | Lighting Off
80 | Fog { Mode Off }
81 | ZTest [unity_GUIZTestMode]
82 | Blend One OneMinusSrcAlpha
83 | ColorMask [_ColorMask]
84 |
85 | Pass {
86 | CGPROGRAM
87 | #pragma vertex VertShader
88 | #pragma fragment PixShader
89 | #pragma shader_feature __ OUTLINE_ON
90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER
91 |
92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
94 |
95 | #include "UnityCG.cginc"
96 | #include "UnityUI.cginc"
97 | #include "TMPro_Properties.cginc"
98 |
99 | #include "TMPro_Mobile.cginc"
100 |
101 | ENDCG
102 | }
103 | }
104 |
105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
106 | }
107 |
--------------------------------------------------------------------------------
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65 | m_Texture: {fileID: 0}
66 | m_Scale: {x: 1, y: 1}
67 | m_Offset: {x: 0, y: 0}
68 | - _OcclusionMap:
69 | m_Texture: {fileID: 0}
70 | m_Scale: {x: 1, y: 1}
71 | m_Offset: {x: 0, y: 0}
72 | - _ParallaxMap:
73 | m_Texture: {fileID: 0}
74 | m_Scale: {x: 1, y: 1}
75 | m_Offset: {x: 0, y: 0}
76 | - _SpecGlossMap:
77 | m_Texture: {fileID: 0}
78 | m_Scale: {x: 1, y: 1}
79 | m_Offset: {x: 0, y: 0}
80 | - unity_Lightmaps:
81 | m_Texture: {fileID: 0}
82 | m_Scale: {x: 1, y: 1}
83 | m_Offset: {x: 0, y: 0}
84 | - unity_LightmapsInd:
85 | m_Texture: {fileID: 0}
86 | m_Scale: {x: 1, y: 1}
87 | m_Offset: {x: 0, y: 0}
88 | - unity_ShadowMasks:
89 | m_Texture: {fileID: 0}
90 | m_Scale: {x: 1, y: 1}
91 | m_Offset: {x: 0, y: 0}
92 | m_Floats:
93 | - _AlphaClip: 0
94 | - _Blend: 0
95 | - _BumpScale: 1
96 | - _ClearCoatMask: 0
97 | - _ClearCoatSmoothness: 0
98 | - _Cull: 2
99 | - _Cutoff: 0.5
100 | - _DetailAlbedoMapScale: 1
101 | - _DetailNormalMapScale: 1
102 | - _DstBlend: 0
103 | - _EnvironmentReflections: 1
104 | - _GlossMapScale: 0
105 | - _Glossiness: 0
106 | - _GlossyReflections: 0
107 | - _Metallic: 0
108 | - _OcclusionStrength: 1
109 | - _Parallax: 0.005
110 | - _QueueOffset: 0
111 | - _ReceiveShadows: 1
112 | - _Smoothness: 0.5
113 | - _SmoothnessTextureChannel: 0
114 | - _SpecularHighlights: 1
115 | - _SrcBlend: 1
116 | - _Surface: 0
117 | - _WorkflowMode: 1
118 | - _ZWrite: 1
119 | m_Colors:
120 | - _BaseColor: {r: 0.8207547, g: 0.8207547, b: 0.8207547, a: 1}
121 | - _Color: {r: 1, g: 1, b: 1, a: 1}
122 | - _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
123 | - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1}
124 | m_BuildTextureStacks: []
125 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc:
--------------------------------------------------------------------------------
1 | void VertShader(inout appdata_full v, out Input data)
2 | {
3 | v.vertex.x += _VertexOffsetX;
4 | v.vertex.y += _VertexOffsetY;
5 |
6 | UNITY_INITIALIZE_OUTPUT(Input, data);
7 |
8 | float bold = step(v.texcoord1.y, 0);
9 |
10 | // Generate normal for backface
11 | float3 view = ObjSpaceViewDir(v.vertex);
12 | v.normal *= sign(dot(v.normal, view));
13 |
14 | #if USE_DERIVATIVE
15 | data.param.y = 1;
16 | #else
17 | float4 vert = v.vertex;
18 | float4 vPosition = UnityObjectToClipPos(vert);
19 | float2 pixelSize = vPosition.w;
20 |
21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
22 | float scale = rsqrt(dot(pixelSize, pixelSize));
23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1);
24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
25 | data.param.y = scale;
26 | #endif
27 |
28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; //
29 |
30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x);
31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex));
32 | }
33 |
34 | void PixShader(Input input, inout SurfaceOutput o)
35 | {
36 |
37 | #if USE_DERIVATIVE
38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y));
39 | pixelSize *= _TextureWidth * .75;
40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1);
41 | #else
42 | float scale = input.param.y;
43 | #endif
44 |
45 | // Signed distance
46 | float c = tex2D(_MainTex, input.uv_MainTex).a;
47 | float sd = (.5 - c - input.param.x) * scale + .5;
48 | float outline = _OutlineWidth*_ScaleRatioA * scale;
49 | float softness = _OutlineSoftness*_ScaleRatioA * scale;
50 |
51 | // Color & Alpha
52 | float4 faceColor = _FaceColor;
53 | float4 outlineColor = _OutlineColor;
54 | faceColor *= input.color;
55 | outlineColor.a *= input.color.a;
56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y));
57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y));
58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness);
59 | faceColor.rgb /= max(faceColor.a, 0.0001);
60 |
61 | #if BEVEL_ON
62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0);
63 |
64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a,
65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a,
66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a,
67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a };
68 |
69 | // Face Normal
70 | float3 n = GetSurfaceNormal(smp4x, input.param.x);
71 |
72 | // Bumpmap
73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz;
74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5));
75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a);
76 | n = normalize(n - bump);
77 |
78 | // Cubemap reflection
79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n)));
80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
81 | #else
82 | float3 n = float3(0, 0, -1);
83 | float3 emission = float3(0, 0, 0);
84 | #endif
85 |
86 | #if GLOW_ON
87 | float4 glowColor = GetGlowColor(sd, scale);
88 | glowColor.a *= input.color.a;
89 | emission += glowColor.rgb*glowColor.a;
90 | faceColor = BlendARGB(glowColor, faceColor);
91 | faceColor.rgb /= max(faceColor.a, 0.0001);
92 | #endif
93 |
94 | // Set Standard output structure
95 | o.Albedo = faceColor.rgb;
96 | o.Normal = -n;
97 | o.Emission = emission;
98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5));
99 | o.Gloss = 1;
100 | o.Alpha = faceColor.a;
101 | }
102 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Bitmap" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _FaceTex ("Font Texture", 2D) = "white" {}
6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
7 |
8 | _VertexOffsetX ("Vertex OffsetX", float) = 0
9 | _VertexOffsetY ("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 |
15 | _StencilComp("Stencil Comparison", Float) = 8
16 | _Stencil("Stencil ID", Float) = 0
17 | _StencilOp("Stencil Operation", Float) = 0
18 | _StencilWriteMask("Stencil Write Mask", Float) = 255
19 | _StencilReadMask("Stencil Read Mask", Float) = 255
20 |
21 | _CullMode("Cull Mode", Float) = 0
22 | _ColorMask("Color Mask", Float) = 15
23 | }
24 |
25 | SubShader{
26 |
27 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
28 |
29 | Stencil
30 | {
31 | Ref[_Stencil]
32 | Comp[_StencilComp]
33 | Pass[_StencilOp]
34 | ReadMask[_StencilReadMask]
35 | WriteMask[_StencilWriteMask]
36 | }
37 |
38 |
39 | Lighting Off
40 | Cull [_CullMode]
41 | ZTest [unity_GUIZTestMode]
42 | ZWrite Off
43 | Fog { Mode Off }
44 | Blend SrcAlpha OneMinusSrcAlpha
45 | ColorMask[_ColorMask]
46 |
47 | Pass {
48 | CGPROGRAM
49 | #pragma vertex vert
50 | #pragma fragment frag
51 |
52 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
53 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
54 |
55 |
56 | #include "UnityCG.cginc"
57 |
58 | struct appdata_t {
59 | float4 vertex : POSITION;
60 | fixed4 color : COLOR;
61 | float2 texcoord0 : TEXCOORD0;
62 | float2 texcoord1 : TEXCOORD1;
63 | };
64 |
65 | struct v2f {
66 | float4 vertex : SV_POSITION;
67 | fixed4 color : COLOR;
68 | float2 texcoord0 : TEXCOORD0;
69 | float2 texcoord1 : TEXCOORD1;
70 | float4 mask : TEXCOORD2;
71 | };
72 |
73 | uniform sampler2D _MainTex;
74 | uniform sampler2D _FaceTex;
75 | uniform float4 _FaceTex_ST;
76 | uniform fixed4 _FaceColor;
77 |
78 | uniform float _VertexOffsetX;
79 | uniform float _VertexOffsetY;
80 | uniform float4 _ClipRect;
81 | uniform float _MaskSoftnessX;
82 | uniform float _MaskSoftnessY;
83 |
84 | float2 UnpackUV(float uv)
85 | {
86 | float2 output;
87 | output.x = floor(uv / 4096);
88 | output.y = uv - 4096 * output.x;
89 |
90 | return output * 0.001953125;
91 | }
92 |
93 | v2f vert (appdata_t v)
94 | {
95 | float4 vert = v.vertex;
96 | vert.x += _VertexOffsetX;
97 | vert.y += _VertexOffsetY;
98 |
99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
100 |
101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
102 |
103 | fixed4 faceColor = v.color;
104 | faceColor *= _FaceColor;
105 |
106 | v2f OUT;
107 | OUT.vertex = vPosition;
108 | OUT.color = faceColor;
109 | OUT.texcoord0 = v.texcoord0;
110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
111 | float2 pixelSize = vPosition.w;
112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
113 |
114 | // Clamp _ClipRect to 16bit.
115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
117 |
118 | return OUT;
119 | }
120 |
121 | fixed4 frag (v2f IN) : SV_Target
122 | {
123 | fixed4 color = tex2D(_MainTex, IN.texcoord0);
124 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a);
125 |
126 | // Alternative implementation to UnityGet2DClipping with support for softness.
127 | #if UNITY_UI_CLIP_RECT
128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
129 | color *= m.x * m.y;
130 | #endif
131 |
132 | #if UNITY_UI_ALPHACLIP
133 | clip(color.a - 0.001);
134 | #endif
135 |
136 | return color;
137 | }
138 | ENDCG
139 | }
140 | }
141 |
142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
143 | }
144 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader:
--------------------------------------------------------------------------------
1 | // Simplified version of the SDF Surface shader :
2 | // - No support for Bevel, Bump or envmap
3 | // - Diffuse only lighting
4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH.
5 |
6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" {
7 |
8 | Properties {
9 | _FaceTex ("Fill Texture", 2D) = "white" {}
10 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
12 |
13 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
14 | _OutlineTex ("Outline Texture", 2D) = "white" {}
15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
17 |
18 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
19 | _GlowOffset ("Offset", Range(-1,1)) = 0
20 | _GlowInner ("Inner", Range(0,1)) = 0.05
21 | _GlowOuter ("Outer", Range(0,1)) = 0.05
22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
23 |
24 | _WeightNormal ("Weight Normal", float) = 0
25 | _WeightBold ("Weight Bold", float) = 0.5
26 |
27 | // Should not be directly exposed to the user
28 | _ShaderFlags ("Flags", float) = 0
29 | _ScaleRatioA ("Scale RatioA", float) = 1
30 | _ScaleRatioB ("Scale RatioB", float) = 1
31 | _ScaleRatioC ("Scale RatioC", float) = 1
32 |
33 | _MainTex ("Font Atlas", 2D) = "white" {}
34 | _TextureWidth ("Texture Width", float) = 512
35 | _TextureHeight ("Texture Height", float) = 512
36 | _GradientScale ("Gradient Scale", float) = 5.0
37 | _ScaleX ("Scale X", float) = 1.0
38 | _ScaleY ("Scale Y", float) = 1.0
39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
40 | _Sharpness ("Sharpness", Range(-1,1)) = 0
41 |
42 | _VertexOffsetX ("Vertex OffsetX", float) = 0
43 | _VertexOffsetY ("Vertex OffsetY", float) = 0
44 |
45 | _CullMode ("Cull Mode", Float) = 0
46 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
47 | //_MaskSoftness ("Mask Softness", float) = 0
48 | }
49 |
50 | SubShader {
51 |
52 | Tags {
53 | "Queue"="Transparent"
54 | "IgnoreProjector"="True"
55 | "RenderType"="Transparent"
56 | }
57 |
58 | LOD 300
59 | Cull [_CullMode]
60 |
61 | CGPROGRAM
62 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap
63 | #pragma target 3.0
64 | #pragma shader_feature __ GLOW_ON
65 |
66 | #include "TMPro_Properties.cginc"
67 | #include "TMPro.cginc"
68 |
69 | half _FaceShininess;
70 | half _OutlineShininess;
71 |
72 | struct Input
73 | {
74 | fixed4 color : COLOR;
75 | float2 uv_MainTex;
76 | float2 uv2_FaceTex;
77 | float2 uv2_OutlineTex;
78 | float2 param; // Weight, Scale
79 | float3 viewDirEnv;
80 | };
81 |
82 | #include "TMPro_Surface.cginc"
83 |
84 | ENDCG
85 |
86 | // Pass to render object as a shadow caster
87 | Pass
88 | {
89 | Name "Caster"
90 | Tags { "LightMode" = "ShadowCaster" }
91 | Offset 1, 1
92 |
93 | Fog {Mode Off}
94 | ZWrite On ZTest LEqual Cull Off
95 |
96 | CGPROGRAM
97 | #pragma vertex vert
98 | #pragma fragment frag
99 | #pragma multi_compile_shadowcaster
100 | #include "UnityCG.cginc"
101 |
102 | struct v2f {
103 | V2F_SHADOW_CASTER;
104 | float2 uv : TEXCOORD1;
105 | float2 uv2 : TEXCOORD3;
106 | float alphaClip : TEXCOORD2;
107 | };
108 |
109 | uniform float4 _MainTex_ST;
110 | uniform float4 _OutlineTex_ST;
111 | float _OutlineWidth;
112 | float _FaceDilate;
113 | float _ScaleRatioA;
114 |
115 | v2f vert( appdata_base v )
116 | {
117 | v2f o;
118 | TRANSFER_SHADOW_CASTER(o)
119 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
120 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
121 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
122 | return o;
123 | }
124 |
125 | uniform sampler2D _MainTex;
126 |
127 | float4 frag(v2f i) : COLOR
128 | {
129 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
130 | clip(texcol.a - i.alphaClip);
131 | SHADOW_CASTER_FRAGMENT(i)
132 | }
133 | ENDCG
134 | }
135 | }
136 |
137 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
138 | }
139 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Bitmap Custom Atlas" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | _FaceTex ("Font Texture", 2D) = "white" {}
6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1)
7 |
8 | _VertexOffsetX ("Vertex OffsetX", float) = 0
9 | _VertexOffsetY ("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 | _Padding ("Padding", float) = 0
15 |
16 | _StencilComp("Stencil Comparison", Float) = 8
17 | _Stencil("Stencil ID", Float) = 0
18 | _StencilOp("Stencil Operation", Float) = 0
19 | _StencilWriteMask("Stencil Write Mask", Float) = 255
20 | _StencilReadMask("Stencil Read Mask", Float) = 255
21 |
22 | _CullMode("Cull Mode", Float) = 0
23 | _ColorMask("Color Mask", Float) = 15
24 | }
25 |
26 | SubShader{
27 |
28 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" }
29 |
30 | Stencil
31 | {
32 | Ref[_Stencil]
33 | Comp[_StencilComp]
34 | Pass[_StencilOp]
35 | ReadMask[_StencilReadMask]
36 | WriteMask[_StencilWriteMask]
37 | }
38 |
39 |
40 | Lighting Off
41 | Cull [_CullMode]
42 | ZTest [unity_GUIZTestMode]
43 | ZWrite Off
44 | Fog { Mode Off }
45 | Blend SrcAlpha OneMinusSrcAlpha
46 | ColorMask[_ColorMask]
47 |
48 | Pass {
49 | CGPROGRAM
50 | #pragma vertex vert
51 | #pragma fragment frag
52 |
53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
55 |
56 |
57 | #include "UnityCG.cginc"
58 |
59 | struct appdata_t {
60 | float4 vertex : POSITION;
61 | fixed4 color : COLOR;
62 | float2 texcoord0 : TEXCOORD0;
63 | float2 texcoord1 : TEXCOORD1;
64 | };
65 |
66 | struct v2f {
67 | float4 vertex : SV_POSITION;
68 | fixed4 color : COLOR;
69 | float2 texcoord0 : TEXCOORD0;
70 | float2 texcoord1 : TEXCOORD1;
71 | float4 mask : TEXCOORD2;
72 | };
73 |
74 | uniform sampler2D _MainTex;
75 | uniform sampler2D _FaceTex;
76 | uniform float4 _FaceTex_ST;
77 | uniform fixed4 _FaceColor;
78 |
79 | uniform float _VertexOffsetX;
80 | uniform float _VertexOffsetY;
81 | uniform float4 _ClipRect;
82 | uniform float _MaskSoftnessX;
83 | uniform float _MaskSoftnessY;
84 |
85 | float2 UnpackUV(float uv)
86 | {
87 | float2 output;
88 | output.x = floor(uv / 4096);
89 | output.y = uv - 4096 * output.x;
90 |
91 | return output * 0.001953125;
92 | }
93 |
94 | v2f vert (appdata_t v)
95 | {
96 | float4 vert = v.vertex;
97 | vert.x += _VertexOffsetX;
98 | vert.y += _VertexOffsetY;
99 |
100 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
101 |
102 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
103 |
104 | fixed4 faceColor = v.color;
105 | faceColor *= _FaceColor;
106 |
107 | v2f OUT;
108 | OUT.vertex = vPosition;
109 | OUT.color = faceColor;
110 | OUT.texcoord0 = v.texcoord0;
111 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex);
112 | float2 pixelSize = vPosition.w;
113 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
114 |
115 | // Clamp _ClipRect to 16bit.
116 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
117 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
118 |
119 | return OUT;
120 | }
121 |
122 | fixed4 frag (v2f IN) : SV_Target
123 | {
124 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
125 |
126 | // Alternative implementation to UnityGet2DClipping with support for softness.
127 | #if UNITY_UI_CLIP_RECT
128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
129 | color *= m.x * m.y;
130 | #endif
131 |
132 | #if UNITY_UI_ALPHACLIP
133 | clip(color.a - 0.001);
134 | #endif
135 |
136 | return color;
137 | }
138 | ENDCG
139 | }
140 | }
141 |
142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
143 | }
144 |
--------------------------------------------------------------------------------
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1 | Shader "TextMeshPro/Mobile/Bitmap" {
2 |
3 | Properties {
4 | _MainTex ("Font Atlas", 2D) = "white" {}
5 | [HDR]_Color ("Text Color", Color) = (1,1,1,1)
6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0
7 |
8 | _VertexOffsetX("Vertex OffsetX", float) = 0
9 | _VertexOffsetY("Vertex OffsetY", float) = 0
10 | _MaskSoftnessX("Mask SoftnessX", float) = 0
11 | _MaskSoftnessY("Mask SoftnessY", float) = 0
12 |
13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767)
14 |
15 | _StencilComp("Stencil Comparison", Float) = 8
16 | _Stencil("Stencil ID", Float) = 0
17 | _StencilOp("Stencil Operation", Float) = 0
18 | _StencilWriteMask("Stencil Write Mask", Float) = 255
19 | _StencilReadMask("Stencil Read Mask", Float) = 255
20 |
21 | _CullMode("Cull Mode", Float) = 0
22 | _ColorMask("Color Mask", Float) = 15
23 | }
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25 | SubShader {
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28 |
29 | Stencil
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31 | Ref[_Stencil]
32 | Comp[_StencilComp]
33 | Pass[_StencilOp]
34 | ReadMask[_StencilReadMask]
35 | WriteMask[_StencilWriteMask]
36 | }
37 |
38 |
39 | Lighting Off
40 | Cull [_CullMode]
41 | ZTest [unity_GUIZTestMode]
42 | ZWrite Off
43 | Fog { Mode Off }
44 | Blend SrcAlpha OneMinusSrcAlpha
45 | ColorMask[_ColorMask]
46 |
47 | Pass {
48 | CGPROGRAM
49 | #pragma vertex vert
50 | #pragma fragment frag
51 | #pragma fragmentoption ARB_precision_hint_fastest
52 |
53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT
54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP
55 |
56 |
57 | #include "UnityCG.cginc"
58 |
59 | struct appdata_t {
60 | float4 vertex : POSITION;
61 | fixed4 color : COLOR;
62 | float2 texcoord0 : TEXCOORD0;
63 | float2 texcoord1 : TEXCOORD1;
64 | };
65 |
66 | struct v2f {
67 | float4 vertex : POSITION;
68 | fixed4 color : COLOR;
69 | float2 texcoord0 : TEXCOORD0;
70 | float4 mask : TEXCOORD2;
71 | };
72 |
73 | sampler2D _MainTex;
74 | fixed4 _Color;
75 | float _DiffusePower;
76 |
77 | uniform float _VertexOffsetX;
78 | uniform float _VertexOffsetY;
79 | uniform float4 _ClipRect;
80 | uniform float _MaskSoftnessX;
81 | uniform float _MaskSoftnessY;
82 |
83 | v2f vert (appdata_t v)
84 | {
85 | v2f OUT;
86 | float4 vert = v.vertex;
87 | vert.x += _VertexOffsetX;
88 | vert.y += _VertexOffsetY;
89 |
90 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
91 |
92 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert));
93 | OUT.color = v.color;
94 | OUT.color *= _Color;
95 | OUT.color.rgb *= _DiffusePower;
96 | OUT.texcoord0 = v.texcoord0;
97 |
98 | float2 pixelSize = OUT.vertex.w;
99 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
100 |
101 | // Clamp _ClipRect to 16bit.
102 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
103 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy));
104 |
105 | return OUT;
106 | }
107 |
108 | fixed4 frag (v2f IN) : COLOR
109 | {
110 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a);
111 |
112 | // Alternative implementation to UnityGet2DClipping with support for softness.
113 | #if UNITY_UI_CLIP_RECT
114 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
115 | color *= m.x * m.y;
116 | #endif
117 |
118 | #if UNITY_UI_ALPHACLIP
119 | clip(color.a - 0.001);
120 | #endif
121 |
122 | return color;
123 | }
124 | ENDCG
125 | }
126 | }
127 |
128 | SubShader {
129 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
130 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off }
131 | Blend SrcAlpha OneMinusSrcAlpha
132 | BindChannels {
133 | Bind "Color", color
134 | Bind "Vertex", vertex
135 | Bind "TexCoord", texcoord0
136 | }
137 | Pass {
138 | SetTexture [_MainTex] {
139 | constantColor [_Color] combine constant * primary, constant * texture
140 | }
141 | }
142 | }
143 |
144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
145 | }
146 |
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/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt:
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1 | Digitized data copyright (c) 2010 Google Corporation
2 | with Reserved Font Arimo, Tinos and Cousine.
3 | Copyright (c) 2012 Red Hat, Inc.
4 | with Reserved Font Name Liberation.
5 |
6 | This Font Software is licensed under the SIL Open Font License, Version 1.1.
7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
8 |
9 | -----------------------------------------------------------
10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
11 | -----------------------------------------------------------
12 |
13 | PREAMBLE
14 | 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.
15 |
16 | 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.
17 |
18 | DEFINITIONS
19 | "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.
20 |
21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s).
22 |
23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
24 |
25 | "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.
26 |
27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
28 |
29 | PERMISSION & CONDITIONS
30 | 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:
31 |
32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
33 |
34 | 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.
35 |
36 | 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.
37 |
38 | 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.
39 |
40 | 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.
41 |
42 | TERMINATION
43 | This license becomes null and void if any of the above conditions are not met.
44 |
45 | DISCLAIMER
46 | 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.
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/Assets/Scripts/Player/ShipController.cs:
--------------------------------------------------------------------------------
1 | ////////////////////////////////////////////////////////////////////////////
2 | //
3 | // This component will enable flight controls on the gameobject it is placed on,
4 | // giving the player steering control of the ship, using A, D or LeftArrow, RightArrow
5 | //
6 | // Attach ShipController to the ship game object.
7 | //
8 | ////////////////////////////////////////////////////////////////////////////
9 |
10 | using System.Collections;
11 | using System.Collections.Generic;
12 | using UnityEngine;
13 |
14 | public class ShipController : MonoBehaviour
15 | {
16 | //private
17 | private float initialFOV;
18 | [SerializeField] private float maxFOV = 80;
19 | [SerializeField] private float speedWhenMaxFOV = 50;
20 |
21 | private Quaternion cameraInitialRotation;
22 |
23 | private Vector3 cameraWorldPosition;
24 |
25 |
26 | //public
27 | public Camera ShipCamera;
28 |
29 | public float CameraAdditionalOffsetOnMovement = 10f;
30 | public float CameraLookAtShipPercentage = 0.5f;
31 | public float CameraRestorativeForce = 10f;
32 | public float CurrentSpeed { get => GameManagement.CurrentMovementSpeed; }
33 | [HideInInspector] public float CurrentTurningSpeed = 0f;
34 | [Tooltip("This is multiplied with the ship's current horizontal speed, to get the Z rotation of the ship, based on turning ship")]
35 | public float RotationToTurnSpeedRatio = 1.3f;
36 | [Tooltip("The horizontal acceleration applied to the ship when player moves.")]
37 | public float TurningAccceleration = 40f;
38 | [Tooltip("The max horizontal speed that the ship can reach.")]
39 | public float TurningMaxSpeed = 30f;
40 | [Tooltip("The horizontal acceleration applied towards the opposite side of movement, when there is no input, to slow the ship down.")]
41 | public float TurningSpeedDamping = 20f;
42 |
43 | public GameManagement GameManagement;
44 |
45 | public Hardpoints[] HardpointList = new Hardpoints[0];
46 |
47 | public Transform ShipVisualsParent;
48 |
49 | public ShipControllerInput CurrentInput = default;
50 |
51 | public Vector3 CameraTargetOffset = new Vector3(0f, 7.5f, -14.6f);
52 |
53 | private void Awake()
54 | {
55 | initialFOV = ShipCamera.fieldOfView;
56 | cameraWorldPosition = CameraTargetOffset + transform.position;
57 | cameraInitialRotation = ShipCamera.transform.rotation;
58 | }
59 |
60 | private void OnTriggerEnter(Collider other)
61 | {
62 | GameManagement.ResetLevel();
63 | }
64 |
65 | private void Update()
66 | {
67 | GetInput();
68 | Fire();
69 | Move();
70 | MoveCamera();
71 |
72 | }
73 |
74 | private void Fire()
75 | {
76 | if (CurrentInput.IsFiring)
77 | {
78 | foreach(Hardpoints hardpoint in HardpointList)
79 | {
80 | hardpoint.UseAttachment();
81 | }
82 | }
83 | }
84 |
85 | private void GetInput()
86 | {
87 | CurrentInput.TurnRight = Input.GetKey(KeyCode.D) || Input.GetKey(KeyCode.RightArrow);
88 | CurrentInput.TurnLeft = Input.GetKey(KeyCode.A) || Input.GetKey(KeyCode.LeftArrow);
89 | CurrentInput.IsFiring = Input.GetMouseButton(0);
90 | }
91 |
92 | private void Move()
93 | {
94 | var turningSign = CurrentInput.GetTurningSign();
95 | CurrentTurningSpeed = Mathf.Clamp(CurrentTurningSpeed + ((turningSign == 0 && !Mathf.Approximately(CurrentTurningSpeed, 0f)) ? -Mathf.Sign(CurrentTurningSpeed) * TurningSpeedDamping * Time.deltaTime : turningSign * TurningAccceleration * Time.deltaTime), -TurningMaxSpeed, TurningMaxSpeed);
96 |
97 | transform.position += CurrentTurningSpeed * Time.deltaTime * Vector3.right;
98 |
99 | ShipVisualsParent.rotation = Quaternion.Euler(0f, 0f, -RotationToTurnSpeedRatio * CurrentTurningSpeed) * Quaternion.identity;
100 | }
101 |
102 | private void MoveCamera()
103 | {
104 | cameraWorldPosition += CameraRestorativeForce * Time.deltaTime * (transform.position + CameraTargetOffset + CurrentTurningSpeed/TurningMaxSpeed * CameraAdditionalOffsetOnMovement * Vector3.right - cameraWorldPosition);
105 |
106 | ShipCamera.transform.position = cameraWorldPosition;
107 | ShipCamera.fieldOfView = Mathf.Lerp(initialFOV, maxFOV, CurrentSpeed / speedWhenMaxFOV);
108 |
109 | ShipCamera.transform.rotation = Quaternion.Lerp(cameraInitialRotation, Quaternion.LookRotation((transform.position - ShipCamera.transform.position).normalized, Vector3.up), CameraLookAtShipPercentage);
110 | }
111 |
112 | ///
113 | /// A struct holding information about a frame's input
114 | ///
115 | public struct ShipControllerInput
116 | {
117 | public bool TurnRight;
118 | public bool TurnLeft;
119 | public bool IsFiring;
120 |
121 | public int GetTurningSign()
122 | {
123 | return (TurnRight ? 1 : 0) + (TurnLeft ? -1 : 0);
124 | }
125 | }
126 | }
127 |
--------------------------------------------------------------------------------
/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader:
--------------------------------------------------------------------------------
1 | Shader "TextMeshPro/Distance Field (Surface)" {
2 |
3 | Properties {
4 | _FaceTex ("Fill Texture", 2D) = "white" {}
5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0
6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0
7 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1)
8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0
9 |
10 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
11 | _OutlineTex ("Outline Texture", 2D) = "white" {}
12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0
13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0
14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0
15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0
16 |
17 | _Bevel ("Bevel", Range(0,1)) = 0.5
18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0
19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0
20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0
21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0
22 |
23 | _BumpMap ("Normalmap", 2D) = "bump" {}
24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5
25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5
26 |
27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1)
28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1)
29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ }
30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0)
31 | [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1)
32 |
33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0
34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0
35 |
36 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5)
37 | _GlowOffset ("Offset", Range(-1,1)) = 0
38 | _GlowInner ("Inner", Range(0,1)) = 0.05
39 | _GlowOuter ("Outer", Range(0,1)) = 0.05
40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75
41 |
42 | _WeightNormal ("Weight Normal", float) = 0
43 | _WeightBold ("Weight Bold", float) = 0.5
44 |
45 | // Should not be directly exposed to the user
46 | _ShaderFlags ("Flags", float) = 0
47 | _ScaleRatioA ("Scale RatioA", float) = 1
48 | _ScaleRatioB ("Scale RatioB", float) = 1
49 | _ScaleRatioC ("Scale RatioC", float) = 1
50 |
51 | _MainTex ("Font Atlas", 2D) = "white" {}
52 | _TextureWidth ("Texture Width", float) = 512
53 | _TextureHeight ("Texture Height", float) = 512
54 | _GradientScale ("Gradient Scale", float) = 5.0
55 | _ScaleX ("Scale X", float) = 1.0
56 | _ScaleY ("Scale Y", float) = 1.0
57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875
58 | _Sharpness ("Sharpness", Range(-1,1)) = 0
59 |
60 | _VertexOffsetX ("Vertex OffsetX", float) = 0
61 | _VertexOffsetY ("Vertex OffsetY", float) = 0
62 |
63 | _CullMode ("Cull Mode", Float) = 0
64 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0)
65 | //_MaskSoftness ("Mask Softness", float) = 0
66 | }
67 |
68 | SubShader {
69 |
70 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" }
71 |
72 | LOD 300
73 | Cull [_CullMode]
74 |
75 | CGPROGRAM
76 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap
77 | #pragma target 3.0
78 | #pragma shader_feature __ GLOW_ON
79 | #pragma glsl
80 |
81 | #include "TMPro_Properties.cginc"
82 | #include "TMPro.cginc"
83 |
84 | half _FaceShininess;
85 | half _OutlineShininess;
86 |
87 | struct Input
88 | {
89 | fixed4 color : COLOR;
90 | float2 uv_MainTex;
91 | float2 uv2_FaceTex;
92 | float2 uv2_OutlineTex;
93 | float2 param; // Weight, Scale
94 | float3 viewDirEnv;
95 | };
96 |
97 |
98 | #define BEVEL_ON 1
99 | #include "TMPro_Surface.cginc"
100 |
101 | ENDCG
102 |
103 | // Pass to render object as a shadow caster
104 | Pass
105 | {
106 | Name "Caster"
107 | Tags { "LightMode" = "ShadowCaster" }
108 | Offset 1, 1
109 |
110 | Fog {Mode Off}
111 | ZWrite On
112 | ZTest LEqual
113 | Cull Off
114 |
115 | CGPROGRAM
116 | #pragma vertex vert
117 | #pragma fragment frag
118 | #pragma multi_compile_shadowcaster
119 | #include "UnityCG.cginc"
120 |
121 | struct v2f {
122 | V2F_SHADOW_CASTER;
123 | float2 uv : TEXCOORD1;
124 | float2 uv2 : TEXCOORD3;
125 | float alphaClip : TEXCOORD2;
126 | };
127 |
128 | uniform float4 _MainTex_ST;
129 | uniform float4 _OutlineTex_ST;
130 | float _OutlineWidth;
131 | float _FaceDilate;
132 | float _ScaleRatioA;
133 |
134 | v2f vert( appdata_base v )
135 | {
136 | v2f o;
137 | TRANSFER_SHADOW_CASTER(o)
138 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
139 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex);
140 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2;
141 | return o;
142 | }
143 |
144 | uniform sampler2D _MainTex;
145 |
146 | float4 frag(v2f i) : COLOR
147 | {
148 | fixed4 texcol = tex2D(_MainTex, i.uv).a;
149 | clip(texcol.a - i.alphaClip);
150 | SHADOW_CASTER_FRAGMENT(i)
151 | }
152 | ENDCG
153 | }
154 | }
155 |
156 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI"
157 | }
158 |
159 |
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