├── Assets ├── Unity Technologies.meta └── Unity Technologies │ ├── 2D SpriteShape.meta │ └── 2D SpriteShape │ ├── CastleJumper.meta │ ├── CastleJumper │ ├── Scenes.meta │ ├── Scenes │ │ ├── SampleLevel.unity │ │ └── SampleLevel.unity.meta │ ├── SpriteShapeProfiles.meta │ ├── SpriteShapeProfiles │ │ ├── CastStand.asset │ │ ├── CastStand.asset.meta │ │ ├── CasteWall.asset │ │ ├── CasteWall.asset.meta │ │ ├── PlatformA.asset │ │ └── PlatformA.asset.meta │ ├── Sprites.meta │ ├── Sprites │ │ ├── CastleWall.psd │ │ └── CastleWall.psd.meta │ ├── Textures.meta │ └── Textures │ │ ├── CastleWallFill.psd │ │ └── CastleWallFill.psd.meta │ ├── Endless.meta │ ├── Endless │ ├── Scenes.meta │ ├── Scenes │ │ ├── SampleLevel.unity │ │ └── SampleLevel.unity.meta │ ├── SpriteShapeProfiles.meta │ ├── SpriteShapeProfiles │ │ ├── Poly.meta │ │ ├── Poly │ │ │ ├── BgFill01.asset │ │ │ ├── BgFill01.asset.meta │ │ │ ├── BgFill02.asset │ │ │ ├── BgFill02.asset.meta │ │ │ ├── Black.asset │ │ │ ├── Black.asset.meta │ │ │ ├── BlackSoftEdge.asset │ │ │ ├── BlackSoftEdge.asset.meta │ │ │ ├── PurpleDark.asset │ │ │ ├── PurpleDark.asset.meta │ │ │ ├── PurpleLightFade.asset │ │ │ └── PurpleLightFade.asset.meta │ │ ├── PurpleFill.asset │ │ ├── PurpleFill.asset.meta │ │ ├── PurpleLight.asset │ │ ├── PurpleLight.asset.meta │ │ ├── PurpleLight2.asset │ │ └── PurpleLight2.asset.meta │ ├── Sprites.meta │ └── Sprites │ │ ├── FillGrads.meta │ │ ├── FillGrads │ │ ├── BgFill01.png │ │ ├── BgFill01.png.meta │ │ ├── BgFill02.png │ │ ├── BgFill02.png.meta │ │ ├── BlackFill.png │ │ ├── BlackFill.png.meta │ │ ├── BlackSoftEdge.png │ │ ├── BlackSoftEdge.png.meta │ │ ├── PurpleDarkFill.png │ │ ├── PurpleDarkFill.png.meta │ │ ├── PurpleFadeDarkFill.png │ │ ├── PurpleFadeDarkFill.png.meta │ │ ├── PurpleFadeLightFill.png │ │ ├── PurpleFadeLightFill.png.meta │ │ ├── PurpleFill.png │ │ ├── PurpleFill.png.meta │ │ ├── PurpleLight2.png │ │ ├── PurpleLight2.png.meta │ │ ├── PurpleLightFill.png │ │ ├── PurpleLightFill.png.meta │ │ ├── PurpleStrip.png │ │ ├── PurpleStrip.png.meta │ │ ├── PurpleStrip2.png │ │ ├── PurpleStrip2.png.meta │ │ ├── PurpleStrip_Source.psd │ │ └── PurpleStrip_Source.psd.meta │ │ ├── border.png │ │ └── border.png.meta │ ├── Extras.meta │ ├── Extras │ ├── Assets.meta │ ├── Assets │ │ ├── IceSprite.png │ │ ├── IceSprite.png.meta │ │ ├── PlankSprite.png │ │ ├── PlankSprite.png.meta │ │ ├── RoadSprite.png │ │ ├── RoadSprite.png.meta │ │ ├── Simple1.asset │ │ ├── Simple1.asset.meta │ │ ├── Simple2.asset │ │ ├── Simple2.asset.meta │ │ ├── Simple3.asset │ │ ├── Simple3.asset.meta │ │ ├── TreeSprite.png │ │ ├── TreeSprite.png.meta │ │ ├── TreeSprite.prefab │ │ └── TreeSprite.prefab.meta │ ├── Scenes.meta │ ├── Scenes │ │ ├── Colliders.unity │ │ ├── Colliders.unity.meta │ │ ├── ConformingSplineScene.unity │ │ ├── ConformingSplineScene.unity.meta │ │ ├── SimpleDrawScene.unity │ │ ├── SimpleDrawScene.unity.meta │ │ ├── SimplifiedSpriteShape.unity │ │ ├── SimplifiedSpriteShape.unity.meta │ │ ├── SprinklePrefabs.unity │ │ └── SprinklePrefabs.unity.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── Clipper.cs │ │ ├── Clipper.cs.meta │ │ ├── ConformingSpline.cs │ │ ├── ConformingSpline.cs.meta │ │ ├── GeometryCollider.cs │ │ ├── GeometryCollider.cs.meta │ │ ├── LegacyCollider.cs │ │ ├── LegacyCollider.cs.meta │ │ ├── SimpleDraw.cs │ │ ├── SimpleDraw.cs.meta │ │ ├── Sprinkler.cs │ │ └── Sprinkler.cs.meta │ ├── Plapaland.meta │ └── Plapaland │ ├── Scenes.meta │ ├── Scenes │ ├── SampleLevel.unity │ └── SampleLevel.unity.meta │ ├── SpriteShapeProfiles.meta │ ├── SpriteShapeProfiles │ ├── GrassRock01.asset │ ├── GrassRock01.asset.meta │ ├── PlapaBush.asset │ ├── PlapaBush.asset.meta │ ├── PlapaPlant.asset │ ├── PlapaPlant.asset.meta │ ├── SugarGrass.asset │ ├── SugarGrass.asset.meta │ ├── Tree01.asset │ ├── Tree01.asset.meta │ ├── Tree02.asset │ ├── Tree02.asset.meta │ ├── Tree03.asset │ ├── Tree03.asset.meta │ ├── Treetrunk.asset │ └── Treetrunk.asset.meta │ ├── Sprites.meta │ ├── Sprites │ ├── PlapaBush01.png │ ├── PlapaBush01.png.meta │ ├── PlapaField_A.psd │ ├── PlapaField_A.psd.meta │ ├── PlapaPlant01.psd │ ├── PlapaPlant01.psd.meta │ ├── SugarGrass01.psd │ ├── SugarGrass01.psd.meta │ ├── TreeTrunk01.psd │ └── TreeTrunk01.psd.meta │ ├── Textures.meta │ └── Textures │ ├── DirtFilk23l.png │ ├── DirtFilk23l.png.meta │ ├── DirtFilkl.png │ ├── DirtFilkl.png.meta │ ├── RockFillMain.png │ ├── RockFillMain.png.meta │ ├── treefill01.png │ ├── treefill01.png.meta │ ├── treefill02.png │ ├── treefill02.png.meta │ ├── treefill03.png │ └── treefill03.png.meta ├── Documentation ├── SpriteShape.md └── images │ ├── 2D_SpriteShape_010.png │ ├── 2D_SpriteShape_011.png │ ├── 2D_SpriteShape_012.png │ ├── 2D_SpriteShape_013.png │ ├── 2D_SpriteShape_014.png │ ├── 2D_SpriteShape_015.png │ ├── 2D_SpriteShape_016.png │ ├── 2D_SpriteShape_017.png │ ├── 2D_SpriteShape_018.png │ ├── 2D_SpriteShape_019.png │ ├── 2D_SpriteShape_020.png │ ├── 2D_SpriteShape_021.png │ ├── 2D_SpriteShape_022.png │ ├── 2D_SpriteShape_023.png │ ├── 2D_SpriteShape_024.png │ ├── 2D_SpriteShape_025.png │ ├── 2D_SpriteShape_026.png │ ├── 2D_SpriteShape_027.png │ ├── 2D_SpriteShape_028.png │ ├── 2D_SpriteShape_029.png │ ├── 2D_SpriteShape_030.png │ ├── 2D_SpriteShape_031.png │ ├── 2D_SpriteShape_032.png │ ├── 2D_SpriteShape_033.png │ ├── 2D_SpriteShape_034.png │ ├── 2D_SpriteShape_035.png │ ├── 2D_SpriteShape_036.png │ ├── 2D_SpriteShape_037.png │ ├── 2D_SpriteShape_038.png │ ├── 2D_SpriteShape_039.png │ ├── 2D_SpriteShape_040.png │ ├── 2D_SpriteShape_041.png │ ├── 2D_SpriteShape_042.png │ ├── 2D_SpriteShape_043.png │ ├── 2D_SpriteShape_044.png │ ├── 2D_SpriteShape_045.png │ ├── 2D_SpriteShape_046.png │ ├── 2D_SpriteShape_047.png │ ├── 2D_SpriteShape_048.png │ ├── 2D_SpriteShape_049.png │ ├── 2D_SpriteShape_1.png │ ├── 2D_SpriteShape_2.png │ ├── 2D_SpriteShape_3.png │ ├── 2D_SpriteShape_4.png │ ├── 2D_SpriteShape_5.png │ ├── 2D_SpriteShape_6.png │ ├── 2D_SpriteShape_7.png │ ├── 2D_SpriteShape_8.png │ └── 2D_SpriteShape_9.png ├── Packages └── manifest.json ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── PresetManager.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset └── UnityConnectSettings.asset └── README.md /Assets/Unity Technologies.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 542087c8c24214f9590a9bdd3690a963 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D 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executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D SpriteShape/Extras/Scripts/ConformingSpline.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.U2D; 5 | 6 | #if UNITY_EDITOR 7 | using UnityEditor; 8 | #endif 9 | 10 | // Demo Script Usage: 11 | // When you want multiple SpriteShapes to share a common Spline, 12 | // attach this script to the secondary objects you would like to 13 | // copy the Spline and set the ParentObject to the original object 14 | // you are copying from. 15 | 16 | [ExecuteInEditMode] 17 | public class ConformingSpline : MonoBehaviour 18 | { 19 | 20 | public GameObject m_ParentObject; 21 | 22 | // Use this for initialization 23 | void Start() 24 | { 25 | 26 | } 27 | 28 | // Update is called once per frame 29 | void Update() 30 | { 31 | if (m_ParentObject != null) 32 | { 33 | CopySpline(m_ParentObject, gameObject); 34 | } 35 | } 36 | 37 | private static void CopySpline(GameObject src, GameObject dst) 38 | { 39 | #if UNITY_EDITOR 40 | var parentSpriteShapeController = src.GetComponent(); 41 | var mirrorSpriteShapeController = dst.GetComponent(); 42 | 43 | if (parentSpriteShapeController != null && mirrorSpriteShapeController != null) 44 | { 45 | SerializedObject srcController = new SerializedObject(parentSpriteShapeController); 46 | SerializedObject dstController = new SerializedObject(mirrorSpriteShapeController); 47 | SerializedProperty srcSpline = srcController.FindProperty("m_Spline"); 48 | dstController.CopyFromSerializedProperty(srcSpline); 49 | dstController.ApplyModifiedProperties(); 50 | EditorUtility.SetDirty(mirrorSpriteShapeController); 51 | } 52 | #endif 53 | } 54 | 55 | } 56 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D SpriteShape/Extras/Scripts/ConformingSpline.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: db6f6067a1e6dd34ca4e2c4b7145e79b 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D SpriteShape/Extras/Scripts/GeometryCollider.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using Unity.Collections; 4 | using UnityEngine; 5 | using UnityEngine.Experimental.U2D; 6 | using UnityEngine.U2D; 7 | 8 | #if UNITY_EDITOR 9 | using UnityEditor; 10 | #endif 11 | 12 | [ExecuteAlways] 13 | public class GeometryCollider : MonoBehaviour 14 | { 15 | [SerializeField] 16 | bool m_UpdateCollider = false; 17 | 18 | int m_HashCode = 0; 19 | 20 | void Start() 21 | { 22 | 23 | } 24 | 25 | // Update is called once per frame 26 | void Update() 27 | { 28 | if (m_UpdateCollider) 29 | Bake(gameObject, false); 30 | } 31 | 32 | static public void Bake(GameObject go, bool forced) 33 | { 34 | var spriteShapeController = go.GetComponent(); 35 | var spriteShapeRenderer = go.GetComponent(); 36 | var polyCollider = go.GetComponent(); 37 | var geometryCollider = go.GetComponent(); 38 | 39 | if (spriteShapeController != null && polyCollider != null) 40 | { 41 | var spline = spriteShapeController.spline; 42 | if (geometryCollider != null) 43 | { 44 | int splineHashCode = spline.GetHashCode(); 45 | if (splineHashCode == geometryCollider.m_HashCode && !forced) 46 | return; 47 | geometryCollider.m_HashCode = splineHashCode; 48 | } 49 | NativeArray indexArray; 50 | NativeSlice posArray; 51 | NativeSlice uv0Array; 52 | NativeArray geomArray; 53 | spriteShapeRenderer.GetChannels(65536, out indexArray, out posArray, out uv0Array); 54 | geomArray = spriteShapeRenderer.GetSegments(spline.GetPointCount() * 8); 55 | 56 | NativeArray indexArrayLocal = new NativeArray(indexArray.Length, Allocator.Temp); 57 | 58 | List points = new List(); 59 | int indexCount = 0, vertexCount = 0, counter = 0; 60 | for (int u = 0; u < geomArray.Length; ++u) 61 | { 62 | if (geomArray[u].indexCount > 0) 63 | { 64 | for (int i = 0; i < geomArray[u].indexCount; ++i) 65 | { 66 | indexArrayLocal[counter] = (ushort)(indexArray[counter] + vertexCount); 67 | counter++; 68 | } 69 | vertexCount += geomArray[u].vertexCount; 70 | indexCount += geomArray[u].indexCount; 71 | } 72 | } 73 | Debug.Log(go.name + " : " + counter); 74 | OuterEdges(polyCollider, indexArrayLocal, posArray, indexCount); 75 | } 76 | } 77 | 78 | // Generate the outer edges from the Renderer mesh. Based on code from www.h3xed.com 79 | static void OuterEdges(PolygonCollider2D polygonCollider, NativeArray triangles, NativeSlice vertices, int triangleCount) 80 | { 81 | // Get just the outer edges from the mesh's triangles (ignore or remove any shared edges) 82 | Dictionary> edges = new Dictionary>(); 83 | for (int i = 0; i < triangleCount; i += 3) 84 | { 85 | for (int e = 0; e < 3; e++) 86 | { 87 | int vert1 = triangles[i + e]; 88 | int vert2 = triangles[i + e + 1 > i + 2 ? i : i + e + 1]; 89 | string edge = Mathf.Min(vert1, vert2) + ":" + Mathf.Max(vert1, vert2); 90 | if (edges.ContainsKey(edge)) 91 | { 92 | edges.Remove(edge); 93 | } 94 | else 95 | { 96 | edges.Add(edge, new KeyValuePair(vert1, vert2)); 97 | } 98 | } 99 | } 100 | 101 | // Create edge lookup (Key is first vertex, Value is second vertex, of each edge) 102 | Dictionary lookup = new Dictionary(); 103 | foreach (KeyValuePair edge in edges.Values) 104 | { 105 | if (lookup.ContainsKey(edge.Key) == false) 106 | { 107 | lookup.Add(edge.Key, edge.Value); 108 | } 109 | } 110 | 111 | // Create empty polygon collider 112 | polygonCollider.pathCount = 0; 113 | 114 | // Loop through edge vertices in order 115 | int startVert = 0; 116 | int nextVert = startVert; 117 | int highestVert = startVert; 118 | List colliderPath = new List(); 119 | while (true) 120 | { 121 | 122 | // Add vertex to collider path 123 | colliderPath.Add(vertices[nextVert]); 124 | 125 | // Get next vertex 126 | nextVert = lookup[nextVert]; 127 | 128 | // Store highest vertex (to know what shape to move to next) 129 | if (nextVert > highestVert) 130 | { 131 | highestVert = nextVert; 132 | } 133 | 134 | // Shape complete 135 | if (nextVert == startVert) 136 | { 137 | 138 | // Add path to polygon collider 139 | polygonCollider.pathCount++; 140 | polygonCollider.SetPath(polygonCollider.pathCount - 1, colliderPath.ToArray()); 141 | colliderPath.Clear(); 142 | 143 | // Go to next shape if one exists 144 | if (lookup.ContainsKey(highestVert + 1)) 145 | { 146 | 147 | // Set starting and next vertices 148 | startVert = highestVert + 1; 149 | nextVert = startVert; 150 | 151 | // Continue to next loop 152 | continue; 153 | } 154 | 155 | // No more verts 156 | break; 157 | } 158 | } 159 | } 160 | 161 | #if UNITY_EDITOR 162 | 163 | [MenuItem("SpriteShape/Generate Geometry Collider", false, 358)] 164 | public static void BakeGeometryCollider() 165 | { 166 | if (Selection.activeGameObject != null) 167 | GeometryCollider.Bake(Selection.activeGameObject, true); 168 | } 169 | 170 | #endif 171 | } 172 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D SpriteShape/Extras/Scripts/GeometryCollider.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e0ecd6fe4dd55d640bd7ef3235e0e425 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D SpriteShape/Extras/Scripts/LegacyCollider.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.U2D; 5 | using ExtrasClipperLib; 6 | 7 | #if UNITY_EDITOR 8 | using UnityEditor; 9 | #endif 10 | 11 | public enum ColliderCornerType 12 | { 13 | Square, 14 | Round, 15 | Sharp 16 | } 17 | 18 | [ExecuteAlways] 19 | public class LegacyCollider : MonoBehaviour 20 | { 21 | [SerializeField] 22 | ColliderCornerType m_ColliderCornerType = ColliderCornerType.Square; 23 | [SerializeField] 24 | float m_ColliderOffset = 1.0f; 25 | [SerializeField] 26 | bool m_UpdateCollider = false; 27 | 28 | const float s_ClipperScale = 100000.0f; 29 | int m_HashCode = 0; 30 | 31 | // Start is called before the first frame update 32 | void Start() 33 | { 34 | 35 | } 36 | 37 | // Update is called once per frame 38 | void Update() 39 | { 40 | if (m_UpdateCollider) 41 | Bake(gameObject, false); 42 | } 43 | 44 | static void SampleCurve(float colliderDetail, Vector3 startPoint, Vector3 startTangent, Vector3 endPoint, Vector3 endTangent, ref List path) 45 | { 46 | 47 | if (startTangent.sqrMagnitude > 0f || endTangent.sqrMagnitude > 0f) 48 | { 49 | for (int j = 0; j <= colliderDetail; ++j) 50 | { 51 | float t = j / (float)colliderDetail; 52 | Vector3 newPoint = BezierUtility.BezierPoint(startPoint, startTangent + startPoint, endTangent + endPoint, endPoint, t) * s_ClipperScale; 53 | 54 | path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y)); 55 | } 56 | } 57 | else 58 | { 59 | Vector3 newPoint = startPoint * s_ClipperScale; 60 | path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y)); 61 | 62 | newPoint = endPoint * s_ClipperScale; 63 | path.Add(new IntPoint((System.Int64)newPoint.x, (System.Int64)newPoint.y)); 64 | } 65 | } 66 | 67 | public static void Bake(GameObject go, bool forced) 68 | { 69 | var sc = go.GetComponent(); 70 | var lc = go.GetComponent(); 71 | 72 | if (sc != null) 73 | { 74 | List path = new List(); 75 | int splinePointCount = sc.spline.GetPointCount(); 76 | int pathPointCount = splinePointCount; 77 | 78 | ColliderCornerType cct = ColliderCornerType.Square; 79 | float co = 1.0f; 80 | 81 | if (lc != null) 82 | { 83 | int hashCode = sc.spline.GetHashCode() + lc.m_ColliderCornerType.GetHashCode() + lc.m_ColliderOffset.GetHashCode(); 84 | if (lc.m_HashCode == hashCode && !forced) 85 | return; 86 | 87 | lc.m_HashCode = hashCode; 88 | cct = lc.m_ColliderCornerType; 89 | co = lc.m_ColliderOffset; 90 | } 91 | 92 | if (sc.spline.isOpenEnded) 93 | pathPointCount--; 94 | 95 | for (int i = 0; i < pathPointCount; ++i) 96 | { 97 | int nextIndex = SplineUtility.NextIndex(i, splinePointCount); 98 | SampleCurve(sc.colliderDetail, sc.spline.GetPosition(i), sc.spline.GetRightTangent(i), sc.spline.GetPosition(nextIndex), sc.spline.GetLeftTangent(nextIndex), ref path); 99 | } 100 | 101 | if (co != 0f) 102 | { 103 | List> solution = new List>(); 104 | ClipperOffset clipOffset = new ClipperOffset(); 105 | 106 | EndType endType = EndType.etClosedPolygon; 107 | 108 | if (sc.spline.isOpenEnded) 109 | { 110 | endType = EndType.etOpenSquare; 111 | 112 | if (cct == ColliderCornerType.Round) 113 | endType = EndType.etOpenRound; 114 | } 115 | 116 | clipOffset.ArcTolerance = 200f / sc.colliderDetail; 117 | clipOffset.AddPath(path, (ExtrasClipperLib.JoinType)cct, endType); 118 | clipOffset.Execute(ref solution, s_ClipperScale * co); 119 | 120 | if (solution.Count > 0) 121 | path = solution[0]; 122 | } 123 | 124 | List pathPoints = new List(path.Count); 125 | for (int i = 0; i < path.Count; ++i) 126 | { 127 | IntPoint ip = path[i]; 128 | pathPoints.Add(new Vector2(ip.X / s_ClipperScale, ip.Y / s_ClipperScale)); 129 | } 130 | 131 | var pc = go.GetComponent(); 132 | if (pc) 133 | { 134 | pc.pathCount = 0; 135 | pc.SetPath(0, pathPoints.ToArray()); 136 | } 137 | 138 | var ec = go.GetComponent(); 139 | if (ec) 140 | { 141 | if (co > 0f || co < 0f && !sc.spline.isOpenEnded) 142 | pathPoints.Add(pathPoints[0]); 143 | ec.points = pathPoints.ToArray(); 144 | } 145 | } 146 | } 147 | 148 | #if UNITY_EDITOR 149 | 150 | [MenuItem("SpriteShape/Generate Legacy Collider", false, 358)] 151 | public static void BakeLegacyCollider() 152 | { 153 | if (Selection.activeGameObject != null) 154 | LegacyCollider.Bake(Selection.activeGameObject, true); 155 | } 156 | 157 | #endif 158 | } 159 | 160 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D SpriteShape/Extras/Scripts/LegacyCollider.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6a8e65bafadf93f41a17da25163f2f51 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D SpriteShape/Extras/Scripts/SimpleDraw.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.U2D; 5 | 6 | // Dynamic modification of spline to follow the path of mouse movement. 7 | // This script is just a simplified demo to demonstrate the idea. 8 | 9 | public class SimpleDraw : MonoBehaviour 10 | { 11 | public float minimumDistance = 1.0f; 12 | private Vector3 lastPosition; 13 | 14 | // Use this for initialization 15 | void Start() 16 | { 17 | 18 | } 19 | 20 | private void Smoothen(SpriteShapeController sc, int pointIndex) 21 | { 22 | Vector3 position = sc.spline.GetPosition(pointIndex); 23 | Vector3 positionNext = sc.spline.GetPosition(SplineUtility.NextIndex(pointIndex, sc.spline.GetPointCount())); 24 | Vector3 positionPrev = sc.spline.GetPosition(SplineUtility.PreviousIndex(pointIndex, sc.spline.GetPointCount())); 25 | Vector3 forward = gameObject.transform.forward; 26 | 27 | float scale = Mathf.Min((positionNext - position).magnitude, (positionPrev - position).magnitude) * 0.33f; 28 | 29 | Vector3 leftTangent = (positionPrev - position).normalized * scale; 30 | Vector3 rightTangent = (positionNext - position).normalized * scale; 31 | 32 | sc.spline.SetTangentMode(pointIndex, ShapeTangentMode.Continuous); 33 | SplineUtility.CalculateTangents(position, positionPrev, positionNext, forward, scale, out rightTangent, out leftTangent); 34 | 35 | sc.spline.SetLeftTangent(pointIndex, leftTangent); 36 | sc.spline.SetRightTangent(pointIndex, rightTangent); 37 | } 38 | 39 | // Update is called once per frame 40 | void Update() 41 | { 42 | var mp = Input.mousePosition; 43 | mp.z = 10.0f; 44 | mp = Camera.main.ScreenToWorldPoint(mp); 45 | var dt = Mathf.Abs((mp - lastPosition).magnitude); 46 | var md = (minimumDistance > 1.0f) ? minimumDistance : 1.0f; 47 | if (Input.GetMouseButton(0) && dt > md) 48 | { 49 | var spriteShapeController = gameObject.GetComponent(); 50 | var spline = spriteShapeController.spline; 51 | spline.InsertPointAt(spline.GetPointCount(), mp); 52 | var newPointIndex = spline.GetPointCount() - 1; 53 | Smoothen(spriteShapeController, newPointIndex - 1); 54 | 55 | spline.SetHeight(newPointIndex, UnityEngine.Random.Range(0.1f, 2.0f)); 56 | lastPosition = mp; 57 | } 58 | } 59 | } 60 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D SpriteShape/Extras/Scripts/SimpleDraw.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 922bb1bbfeaeb9a4c9204b7d0bc3d8c8 3 | MonoImporter: 4 | externalObjects: {} 5 | serializedVersion: 2 6 | defaultReferences: [] 7 | executionOrder: 0 8 | icon: {instanceID: 0} 9 | userData: 10 | assetBundleName: 11 | assetBundleVariant: 12 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D SpriteShape/Extras/Scripts/Sprinkler.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.U2D; 5 | 6 | public class Sprinkler : MonoBehaviour 7 | { 8 | 9 | public GameObject m_Prefab; 10 | public float m_RandomFactor = 10.0f; 11 | public bool m_UseNormals = false; 12 | 13 | float Angle(Vector3 a, Vector3 b) 14 | { 15 | float dot = Vector3.Dot(a, b); 16 | float det = (a.x * b.y) - (b.x * a.y); 17 | return Mathf.Atan2(det, dot) * Mathf.Rad2Deg; 18 | } 19 | 20 | // Use this for initialization. Plant the Prefabs on Startup 21 | void Start () 22 | { 23 | SpriteShapeController ssc = GetComponent(); 24 | Spline spl = ssc.spline; 25 | 26 | for (int i = 1; i < spl.GetPointCount() - 1; ++i) 27 | { 28 | if (Random.Range(0, 100) > (100 - m_RandomFactor) ) 29 | { 30 | var go = GameObject.Instantiate(m_Prefab); 31 | go.transform.position = spl.GetPosition(i); 32 | 33 | if (m_UseNormals) 34 | { 35 | Vector3 lt = Vector3.Normalize(spl.GetPosition(i - 1) - spl.GetPosition(i)); 36 | Vector3 rt = Vector3.Normalize(spl.GetPosition(i + 1) - spl.GetPosition(i)); 37 | float a = Angle(Vector3.up, lt); 38 | float b = Angle(lt, rt); 39 | float c = a + (b * 0.5f); 40 | if (b > 0) 41 | c = (180 + c); 42 | go.transform.rotation = Quaternion.Euler(0, 0, c); 43 | } 44 | } 45 | } 46 | } 47 | 48 | // Update is called once per frame 49 | void Update () 50 | { 51 | 52 | } 53 | } 54 | -------------------------------------------------------------------------------- /Assets/Unity Technologies/2D 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https://perf-events.cloud.unity3d.com/symbolicate 14 | m_Enabled: 0 15 | m_CaptureEditorExceptions: 1 16 | UnityPurchasingSettings: 17 | m_Enabled: 0 18 | m_TestMode: 0 19 | UnityAnalyticsSettings: 20 | m_Enabled: 0 21 | m_InitializeOnStartup: 1 22 | m_TestMode: 0 23 | m_TestEventUrl: 24 | m_TestConfigUrl: 25 | UnityAdsSettings: 26 | m_Enabled: 0 27 | m_InitializeOnStartup: 1 28 | m_TestMode: 0 29 | m_IosGameId: 30 | m_AndroidGameId: 31 | m_GameIds: {} 32 | m_GameId: 33 | PerformanceReportingSettings: 34 | m_Enabled: 0 35 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # 2d-spriteshape-samples 2 | 3 | This repository contains samples of the 2D SpriteShape feature to be used with Unity 2018.1b10 and newer. 4 | 5 | ## Getting Started 6 | ### Get the Unity Editor 7 | To get started, download and install the latest Unity 2018.1, here: https://unity3d.com/get-unity/download 8 | 9 | ### Get the Package 10 | These samples include the necessary manifest in the Packages folder of the project, and do not require the main Package to be downloaded. If you wish to activate these Package features in another project, you may download the Package from the Package Manager. 11 | 12 | Find out more about packages here: **[Unity Package Manager](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@1.8/manual/index.html)** 13 | 14 | ### Preview Feature Documentation 15 | * **[SpriteShape](https://github.com/Unity-Technologies/2d-spriteshape-samples/blob/master/Documentation/SpriteShape.md)** 16 | 17 | ## :exclamation::exclamation::exclamation: Warning :exclamation::exclamation::exclamation: 18 | **Project backward compatibility between Preview versions is NOT GUARANTEED. Always backup your project before updating the package. Preview features here are not production ready, please DO NOT use this package for your final production. Preview features may be discontinued/dropped.** 19 | --------------------------------------------------------------------------------