├── .gitignore
├── Assets
├── kode80.meta
└── kode80
│ ├── ExtensionMethods.meta
│ ├── ExtensionMethods
│ ├── Color32Extensions.cs
│ └── Color32Extensions.cs.meta
│ ├── PixelRender.meta
│ ├── PixelRender
│ ├── AssetVersion.xml
│ ├── AssetVersion.xml.meta
│ ├── ChangeLog.txt
│ ├── ChangeLog.txt.meta
│ ├── Docs.meta
│ ├── Docs
│ │ ├── PixelRender.epub
│ │ ├── PixelRender.epub.meta
│ │ ├── PixelRender.pdf
│ │ └── PixelRender.pdf.meta
│ ├── Editor.meta
│ ├── Editor
│ │ ├── GUISpriteSheetClips.cs
│ │ ├── GUISpriteSheetClips.cs.meta
│ │ ├── GUISpriteSheetMaterials.cs
│ │ ├── GUISpriteSheetMaterials.cs.meta
│ │ ├── PaletteEditor.cs
│ │ ├── PaletteEditor.cs.meta
│ │ ├── PalettizeTextureWindow.cs
│ │ ├── PalettizeTextureWindow.cs.meta
│ │ ├── PixelArtShaderEditor.cs
│ │ ├── PixelArtShaderEditor.cs.meta
│ │ ├── SpriteSheetMakerWindow.cs
│ │ └── SpriteSheetMakerWindow.cs.meta
│ ├── Examples.meta
│ ├── Examples
│ │ ├── MinimumSceneTemplate.meta
│ │ ├── MinimumSceneTemplate
│ │ │ ├── DefaultPixelArtMaterial.mat
│ │ │ ├── DefaultPixelArtMaterial.mat.meta
│ │ │ ├── MinimumSceneTemplate.unity
│ │ │ └── MinimumSceneTemplate.unity.meta
│ │ ├── Shooter.meta
│ │ ├── Shooter
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── BackgroundMaterial.mat
│ │ │ │ ├── BackgroundMaterial.mat.meta
│ │ │ │ ├── BulletMaterial.mat
│ │ │ │ ├── BulletMaterial.mat.meta
│ │ │ │ ├── Jelly2Material.mat
│ │ │ │ ├── Jelly2Material.mat.meta
│ │ │ │ ├── JellyDeadMaterial.mat
│ │ │ │ ├── JellyDeadMaterial.mat.meta
│ │ │ │ ├── JellyLayer1Material.mat
│ │ │ │ ├── JellyLayer1Material.mat.meta
│ │ │ │ ├── JellyMaterial.mat
│ │ │ │ ├── JellyMaterial.mat.meta
│ │ │ │ ├── JetMaterial.mat
│ │ │ │ ├── JetMaterial.mat.meta
│ │ │ │ ├── NormalsExportTest.mat
│ │ │ │ ├── NormalsExportTest.mat.meta
│ │ │ │ ├── SmokeMaterial.mat
│ │ │ │ ├── SmokeMaterial.mat.meta
│ │ │ │ ├── WallLayer1Material.mat
│ │ │ │ ├── WallLayer1Material.mat.meta
│ │ │ │ ├── WallLayer2Material.mat
│ │ │ │ ├── WallLayer2Material.mat.meta
│ │ │ │ ├── WallMaterial.mat
│ │ │ │ └── WallMaterial.mat.meta
│ │ │ ├── Models.meta
│ │ │ ├── Models
│ │ │ │ ├── Jelly.fbm.meta
│ │ │ │ ├── Jelly.fbx
│ │ │ │ ├── Jelly.fbx.meta
│ │ │ │ ├── JellyAnimationController.controller
│ │ │ │ ├── JellyAnimationController.controller.meta
│ │ │ │ ├── JetAnimation.anim
│ │ │ │ ├── JetAnimation.anim.meta
│ │ │ │ ├── NormalsBakeTest.fbx
│ │ │ │ ├── NormalsBakeTest.fbx.meta
│ │ │ │ ├── Wall.fbm.meta
│ │ │ │ ├── Wall.fbx
│ │ │ │ ├── Wall.fbx.meta
│ │ │ │ ├── jet.controller
│ │ │ │ ├── jet.controller.meta
│ │ │ │ ├── jet.fbm.meta
│ │ │ │ ├── jet.fbx
│ │ │ │ └── jet.fbx.meta
│ │ │ ├── Prefabs.meta
│ │ │ ├── Prefabs
│ │ │ │ ├── BigJelly.prefab
│ │ │ │ ├── BigJelly.prefab.meta
│ │ │ │ ├── Bullet.prefab
│ │ │ │ ├── Bullet.prefab.meta
│ │ │ │ ├── CeilingAndGround.prefab
│ │ │ │ ├── CeilingAndGround.prefab.meta
│ │ │ │ ├── CeilingAndGround_ParallaxLayer1.prefab
│ │ │ │ ├── CeilingAndGround_ParallaxLayer1.prefab.meta
│ │ │ │ ├── CeilingAndGround_ParallaxLayer2.prefab
│ │ │ │ ├── CeilingAndGround_ParallaxLayer2.prefab.meta
│ │ │ │ ├── ExplosionSprite.prefab
│ │ │ │ ├── ExplosionSprite.prefab.meta
│ │ │ │ ├── GiantJelly.prefab
│ │ │ │ ├── GiantJelly.prefab.meta
│ │ │ │ ├── JellyDefault.prefab
│ │ │ │ ├── JellyDefault.prefab.meta
│ │ │ │ ├── Jelly_ParallaxLayer1.prefab
│ │ │ │ ├── Jelly_ParallaxLayer1.prefab.meta
│ │ │ │ ├── JetSmokeParticleSystem.prefab
│ │ │ │ ├── JetSmokeParticleSystem.prefab.meta
│ │ │ │ ├── MainLayer.prefab
│ │ │ │ ├── MainLayer.prefab.meta
│ │ │ │ ├── ParallaxLayer1.prefab
│ │ │ │ ├── ParallaxLayer1.prefab.meta
│ │ │ │ ├── ParallaxLayer2.prefab
│ │ │ │ └── ParallaxLayer2.prefab.meta
│ │ │ ├── Scripts.meta
│ │ │ ├── Scripts
│ │ │ │ ├── AutoScroll.cs
│ │ │ │ ├── AutoScroll.cs.meta
│ │ │ │ ├── Bullet.cs
│ │ │ │ ├── Bullet.cs.meta
│ │ │ │ ├── Explosion.cs
│ │ │ │ ├── Explosion.cs.meta
│ │ │ │ ├── Jelly.cs
│ │ │ │ ├── Jelly.cs.meta
│ │ │ │ ├── JetController.cs
│ │ │ │ ├── JetController.cs.meta
│ │ │ │ ├── TargetCamera.cs
│ │ │ │ └── TargetCamera.cs.meta
│ │ │ ├── ShooterMainScene.unity
│ │ │ ├── ShooterMainScene.unity.meta
│ │ │ ├── Textures.meta
│ │ │ └── Textures
│ │ │ │ ├── BackgroundGradient.png
│ │ │ │ ├── BackgroundGradient.png.meta
│ │ │ │ ├── BulletSprite.png
│ │ │ │ ├── BulletSprite.png.meta
│ │ │ │ ├── ExplosionSprite.png
│ │ │ │ ├── ExplosionSprite.png.meta
│ │ │ │ ├── Jelly2Texture_Palette 1.png
│ │ │ │ ├── Jelly2Texture_Palette 1.png.meta
│ │ │ │ ├── JellyDead_Palette.png
│ │ │ │ ├── JellyDead_Palette.png.meta
│ │ │ │ ├── JellyLayer1Texture_Palette 1.png
│ │ │ │ ├── JellyLayer1Texture_Palette 1.png.meta
│ │ │ │ ├── JellyTexture.png
│ │ │ │ ├── JellyTexture.png.meta
│ │ │ │ ├── JellyTexture_Palette.png
│ │ │ │ ├── JellyTexture_Palette.png.meta
│ │ │ │ ├── JellyTexture_Palettized.png
│ │ │ │ ├── JellyTexture_Palettized.png.meta
│ │ │ │ ├── JetTexture.png
│ │ │ │ ├── JetTexture.png.meta
│ │ │ │ ├── JetTexture_Palette.png
│ │ │ │ ├── JetTexture_Palette.png.meta
│ │ │ │ ├── JetTexture_Palettized.png
│ │ │ │ ├── JetTexture_Palettized.png.meta
│ │ │ │ ├── NormalsExportTest_Palette.png
│ │ │ │ ├── NormalsExportTest_Palette.png.meta
│ │ │ │ ├── NormalsExportTest_normals.png
│ │ │ │ ├── NormalsExportTest_normals.png.meta
│ │ │ │ ├── ShooterRenderTexture 1.renderTexture
│ │ │ │ ├── ShooterRenderTexture 1.renderTexture.meta
│ │ │ │ ├── SmokeSprite.png
│ │ │ │ ├── SmokeSprite.png.meta
│ │ │ │ ├── WallLayer1Texture_Palette.png
│ │ │ │ ├── WallLayer1Texture_Palette.png.meta
│ │ │ │ ├── WallLayer2Texture_Palette.png
│ │ │ │ ├── WallLayer2Texture_Palette.png.meta
│ │ │ │ ├── WallTexture.png
│ │ │ │ ├── WallTexture.png.meta
│ │ │ │ ├── WallTexture_Palette.png
│ │ │ │ ├── WallTexture_Palette.png.meta
│ │ │ │ ├── WallTexture_Palettized.png
│ │ │ │ └── WallTexture_Palettized.png.meta
│ │ ├── Title.meta
│ │ └── Title
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ ├── TitleBackgroundMaterial.mat
│ │ │ ├── TitleBackgroundMaterial.mat.meta
│ │ │ ├── TitleMaterial.mat
│ │ │ ├── TitleMaterial.mat.meta
│ │ │ ├── TitleSpriteCutoutMaterial.mat
│ │ │ ├── TitleSpriteCutoutMaterial.mat.meta
│ │ │ ├── kode80Material.mat
│ │ │ └── kode80Material.mat.meta
│ │ │ ├── Models.meta
│ │ │ ├── Models
│ │ │ ├── Materials.meta
│ │ │ ├── Materials
│ │ │ │ ├── Material.mat
│ │ │ │ ├── Material.mat.meta
│ │ │ │ ├── SVGMat.001.mat
│ │ │ │ └── SVGMat.001.mat.meta
│ │ │ ├── PixelRenderTitle.fbx
│ │ │ ├── PixelRenderTitle.fbx.meta
│ │ │ ├── kode80_Logo_Mark.fbx
│ │ │ ├── kode80_Logo_Mark.fbx.meta
│ │ │ ├── kode80_Logo_Text.fbx
│ │ │ └── kode80_Logo_Text.fbx.meta
│ │ │ ├── Root.controller
│ │ │ ├── Root.controller.meta
│ │ │ ├── Textures.meta
│ │ │ ├── Textures
│ │ │ ├── ForUnity3D.png
│ │ │ ├── ForUnity3D.png.meta
│ │ │ ├── PixelRenderTitleDiffuse.png
│ │ │ ├── PixelRenderTitleDiffuse.png.meta
│ │ │ ├── PixelRenderTitleDiffuse_Palette.png
│ │ │ ├── PixelRenderTitleDiffuse_Palette.png.meta
│ │ │ ├── PixelRenderTitleDiffuse_Palettized.png
│ │ │ ├── PixelRenderTitleDiffuse_Palettized.png.meta
│ │ │ ├── TitleBackgroundPalette.png
│ │ │ ├── TitleBackgroundPalette.png.meta
│ │ │ ├── TitleRenderTexture.renderTexture
│ │ │ ├── TitleRenderTexture.renderTexture.meta
│ │ │ ├── kode80Logo_diffuse.png
│ │ │ ├── kode80Logo_diffuse.png.meta
│ │ │ ├── kode80Logo_diffuse_Palette.png
│ │ │ ├── kode80Logo_diffuse_Palette.png.meta
│ │ │ ├── kode80Logo_diffuse_Palettized.png
│ │ │ └── kode80Logo_diffuse_Palettized.png.meta
│ │ │ ├── Title.anim
│ │ │ ├── Title.anim.meta
│ │ │ ├── TitleMainScene.unity
│ │ │ └── TitleMainScene.unity.meta
│ ├── PixelRenderNonCommercialLicense.html
│ ├── PixelRenderNonCommercialLicense.html.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── IrisWipe.shader
│ │ ├── IrisWipe.shader.meta
│ │ ├── PixelOutlineEffect.shader
│ │ └── PixelOutlineEffect.shader.meta
│ ├── Scripts.meta
│ ├── Scripts
│ │ ├── Composite.cs
│ │ ├── Composite.cs.meta
│ │ ├── FrustumPlane.cs
│ │ ├── FrustumPlane.cs.meta
│ │ ├── FullScreenQuad.cs
│ │ ├── FullScreenQuad.cs.meta
│ │ ├── IrisWipeEffect.cs
│ │ ├── IrisWipeEffect.cs.meta
│ │ ├── PaletteKMeans.cs
│ │ ├── PaletteKMeans.cs.meta
│ │ ├── PaletteMedianCut.cs
│ │ ├── PaletteMedianCut.cs.meta
│ │ ├── PixelOutlineEffect.cs
│ │ ├── PixelOutlineEffect.cs.meta
│ │ ├── QuantizeAnimation.cs
│ │ ├── QuantizeAnimation.cs.meta
│ │ ├── QuantizedFloat.cs
│ │ ├── QuantizedFloat.cs.meta
│ │ ├── QuantizedVector3.cs
│ │ └── QuantizedVector3.cs.meta
│ ├── Shaders.meta
│ ├── Shaders
│ │ ├── DrawTexture.shader
│ │ ├── DrawTexture.shader.meta
│ │ ├── PixelArtShader.shader
│ │ ├── PixelArtShader.shader.meta
│ │ ├── SpriteCutout.shader
│ │ └── SpriteCutout.shader.meta
│ ├── Textures.meta
│ └── Textures
│ │ ├── PixelRenderTexture.renderTexture
│ │ └── PixelRenderTexture.renderTexture.meta
│ ├── UnityTools.meta
│ ├── UnityTools
│ ├── AssetVersion.xml
│ ├── AssetVersion.xml.meta
│ ├── EditorTools.meta
│ ├── EditorTools
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── ComponentContextMenu.cs
│ │ │ ├── ComponentContextMenu.cs.meta
│ │ │ ├── ComponentList.cs
│ │ │ ├── ComponentList.cs.meta
│ │ │ ├── RecordVideoWindow.cs
│ │ │ └── RecordVideoWindow.cs.meta
│ │ ├── Scripts.meta
│ │ └── Scripts
│ │ │ ├── RecordVideo.cs
│ │ │ └── RecordVideo.cs.meta
│ ├── GUIWrapper.meta
│ ├── GUIWrapper
│ │ ├── Editor.meta
│ │ └── Editor
│ │ │ ├── GUIBase.cs
│ │ │ ├── GUIBase.cs.meta
│ │ │ ├── GUIBaseContainer.cs
│ │ │ ├── GUIBaseContainer.cs.meta
│ │ │ ├── GUIButton.cs
│ │ │ ├── GUIButton.cs.meta
│ │ │ ├── GUIColorField.cs
│ │ │ ├── GUIColorField.cs.meta
│ │ │ ├── GUIDefaultInspector.cs
│ │ │ ├── GUIDefaultInspector.cs.meta
│ │ │ ├── GUIDelayedIntField.cs
│ │ │ ├── GUIDelayedIntField.cs.meta
│ │ │ ├── GUIEnumPopup.cs
│ │ │ ├── GUIEnumPopup.cs.meta
│ │ │ ├── GUIFoldout.cs
│ │ │ ├── GUIFoldout.cs.meta
│ │ │ ├── GUIHorizontal.cs
│ │ │ ├── GUIHorizontal.cs.meta
│ │ │ ├── GUIIntSlider.cs
│ │ │ ├── GUIIntSlider.cs.meta
│ │ │ ├── GUILabel.cs
│ │ │ ├── GUILabel.cs.meta
│ │ │ ├── GUIObjectField.cs
│ │ │ ├── GUIObjectField.cs.meta
│ │ │ ├── GUIPopup.cs
│ │ │ ├── GUIPopup.cs.meta
│ │ │ ├── GUIScrollView.cs
│ │ │ ├── GUIScrollView.cs.meta
│ │ │ ├── GUISlider.cs
│ │ │ ├── GUISlider.cs.meta
│ │ │ ├── GUISpace.cs
│ │ │ ├── GUISpace.cs.meta
│ │ │ ├── GUITextField.cs
│ │ │ ├── GUITextField.cs.meta
│ │ │ ├── GUITextureField.cs
│ │ │ ├── GUITextureField.cs.meta
│ │ │ ├── GUIToggle.cs
│ │ │ ├── GUIToggle.cs.meta
│ │ │ ├── GUIToolbar.cs
│ │ │ ├── GUIToolbar.cs.meta
│ │ │ ├── GUIVector3Field.cs
│ │ │ ├── GUIVector3Field.cs.meta
│ │ │ ├── GUIVertical.cs
│ │ │ └── GUIVertical.cs.meta
│ ├── Versioning.meta
│ └── Versioning
│ │ ├── Editor.meta
│ │ └── Editor
│ │ ├── AssetUpdateWindow.cs
│ │ ├── AssetUpdateWindow.cs.meta
│ │ ├── AssetUpdater.cs
│ │ ├── AssetUpdater.cs.meta
│ │ ├── AssetVersion.cs
│ │ ├── AssetVersion.cs.meta
│ │ ├── AssetVersionDownloader.cs
│ │ ├── AssetVersionDownloader.cs.meta
│ │ ├── SemanticVersion.cs
│ │ └── SemanticVersion.cs.meta
│ ├── Utils.meta
│ └── Utils
│ ├── Color32Util.cs
│ ├── Color32Util.cs.meta
│ ├── TimeUtil.cs
│ └── TimeUtil.cs.meta
├── PixelRenderNonCommercialLicense.html
├── ProjectSettings
├── AudioManager.asset
├── ClusterInputManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshAreas.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── ProjectVersion.txt
├── QualitySettings.asset
├── TagManager.asset
├── TimeManager.asset
├── UnityAdsSettings.asset
└── UnityConnectSettings.asset
└── README.md
/.gitignore:
--------------------------------------------------------------------------------
1 | # Created by https://www.gitignore.io/api/unity
2 |
3 | ### Unity ###
4 | /[Ll]ibrary/
5 | /[Tt]emp/
6 | /[Oo]bj/
7 | /[Bb]uild/
8 |
9 | # Autogenerated VS/MD solution and project files
10 | *.csproj
11 | *.unityproj
12 | *.sln
13 | *.suo
14 | *.tmp
15 | *.user
16 | *.userprefs
17 | *.pidb
18 | *.booproj
19 |
20 | # Unity3D generated meta files
21 | *.pidb.meta
22 |
23 | # Unity3D Generated File On Crash Reports
24 | sysinfo.txt
25 | VolumeClouds.app
26 | .vscode
27 | Clouds Notes.oo3
28 | ios
29 | Creative
30 | VolumeClouds_Data/
31 | VolumeClouds.exe
32 | player_win_development_x86.pdb
33 | PixelRender_Shooter.app
34 | PixelRender Notes.oo3
35 | PixelRenderTitle.app
36 | CreditsRoll.app
37 | PixelRender.unitypackage
38 |
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/Assets/kode80/ExtensionMethods/Color32Extensions.cs:
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1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System;
18 | using System.Collections;
19 |
20 | namespace kode80.ExtensionMethods
21 | {
22 | public static class Color32Extensions
23 | {
24 | public static UInt32 ToRGBAUInt32( this Color32 color)
25 | {
26 | return ((UInt32)color.r << 24) |
27 | ((UInt32)color.g << 16) |
28 | ((UInt32)color.b << 8) |
29 | (UInt32)color.a;
30 | }
31 | }
32 | }
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/Assets/kode80/PixelRender/AssetVersion.xml:
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1 |
2 | PixelRender
3 | kode80
4 | 1.2.2
5 | * Fixed un-initialized warning in PixelArtShader under certain platforms when not using normal maps
6 |
7 | http://kode80.com/downloads/assets/PixelRender.unitypackage
8 | https://raw.github.com/kode80/PixelRenderUnity3D/master/Assets/kode80/PixelRender/AssetVersion.xml
9 |
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/Assets/kode80/PixelRender/ChangeLog.txt:
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1 | PixelRender ChangeLog
2 | ---------------------
3 |
4 | PixelRender 1.2.2 (June 12th 2016)
5 | * Fixed un-initialized warning in PixelArtShader under certain platforms when not using normal maps
6 |
7 | PixelRender 1.2.0 (April 15th 2016):
8 | * Updated included UnityTools
9 | * PixelRender can now be updated directly from within the editor (Windows/kode80/Check for Asset Updates)
10 |
11 | PixelRender 1.1.0 (March 9th 2016):
12 | * Palettize Texture tool:
13 | * Displays a progress bar and can be canceled
14 | * Optimized to convert significantly faster
15 | * Includes an automatic palette reduction pass (see documentation for details)
16 | * Added MinimumSceneTemplate to examples, useful for creating new PixelRender scenes
17 | * Added Sprite Sheet Maker tool for rendering & exporting Unity3D sprite animations (see documentation for details)
18 | * Minor UI fixes for all editor tools
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1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.PixelRender.ShooterExample
20 | {
21 | public class AutoScroll : MonoBehaviour
22 | {
23 | public float speed = 20.0f;
24 |
25 | // Use this for initialization
26 | void Start () {
27 |
28 | }
29 |
30 | // Update is called once per frame
31 | void Update () {
32 | transform.position += Vector3.right * Time.deltaTime * speed;
33 | }
34 | }
35 | }
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1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.PixelRender.ShooterExample
20 | {
21 | public class Bullet : MonoBehaviour
22 | {
23 | public float speed = 40.0f;
24 | public float lifeTime = 2.0f;
25 | public GameObject explosion;
26 |
27 | private BoxCollider _boxCollider;
28 |
29 | void Start()
30 | {
31 | _boxCollider = GetComponent();
32 | }
33 |
34 | void Update ()
35 | {
36 | float distance = speed * Time.deltaTime;
37 | Vector3 halfExtents = _boxCollider.size / 2.0f;
38 | int layer = 1 << LayerMask.NameToLayer( "Enemy");
39 |
40 | #if UNITY_5_3
41 | RaycastHit[] hits = Physics.BoxCastAll( transform.position, halfExtents, Vector3.right, Quaternion.identity, distance, layer);
42 | #else
43 | RaycastHit[] hits = Physics.SphereCastAll(transform.position, halfExtents.x, Vector3.right, distance, layer);
44 | #endif
45 |
46 | if ( hits.Length > 0)
47 | {
48 | foreach( RaycastHit hit in hits)
49 | {
50 | hit.collider.gameObject.GetComponent().Kill();
51 | }
52 | Instantiate( explosion, transform.position, Quaternion.identity);
53 | Destroy( gameObject);
54 | }
55 | else
56 | {
57 | transform.position += Vector3.right * distance;
58 | lifeTime -= Time.deltaTime;
59 | if( lifeTime <= 0.0f)
60 | {
61 | Destroy( gameObject);
62 | }
63 | }
64 | }
65 | }
66 | }
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1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.PixelRender.ShooterExample
20 | {
21 | public class Explosion : MonoBehaviour
22 | {
23 | private const float _duration = 0.5f;
24 | private float _counter = _duration;
25 | // Use this for initialization
26 | void Start () {
27 |
28 | }
29 |
30 | // Update is called once per frame
31 | void Update () {
32 | transform.localEulerAngles += new Vector3( 0.0f, 0.0f, 180.0f * Time.deltaTime);
33 |
34 | transform.localScale = Vector3.one * (_counter / _duration);
35 |
36 | if( _counter >= 0.0f)
37 | {
38 | _counter -= Time.deltaTime;
39 | if( _counter <= 0.0f)
40 | {
41 | Destroy( gameObject);
42 | }
43 | }
44 | }
45 | }
46 | }
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1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.PixelRender.ShooterExample
20 | {
21 | [ExecuteInEditMode]
22 | public class TargetCamera : MonoBehaviour
23 | {
24 | public Transform target;
25 | public float distance = 10.0f;
26 | private Vector3 _forwardTarget;
27 | private Vector3 _positionTarget;
28 |
29 | // Use this for initialization
30 | void Start () {
31 | _forwardTarget = transform.forward;
32 | _positionTarget = transform.position;
33 | }
34 |
35 | // Update is called once per frame
36 | void LateUpdate ()
37 | {
38 | _forwardTarget = (target.position - transform.position).normalized;
39 | _forwardTarget.y = transform.forward.y;
40 |
41 | _positionTarget = target.position - _forwardTarget * distance;
42 | _positionTarget.y = transform.position.y;
43 |
44 | transform.forward = Vector3.Lerp( transform.forward, _forwardTarget, Time.deltaTime * 2.0f);
45 | //transform.position = Vector3.Lerp( transform.position, _positionTarget, Time.deltaTime * 2.0f);
46 | }
47 | }
48 | }
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1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | Shader "Hidden/kode80/PixelRender/IrisWipe"
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18 | Properties
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21 | }
22 | SubShader
23 | {
24 | // No culling or depth
25 | Cull Off ZWrite Off ZTest Always
26 |
27 | Pass
28 | {
29 | CGPROGRAM
30 | #pragma vertex vert
31 | #pragma fragment frag
32 |
33 | #include "UnityCG.cginc"
34 |
35 | struct appdata
36 | {
37 | float4 vertex : POSITION;
38 | float2 uv : TEXCOORD0;
39 | };
40 |
41 | struct v2f
42 | {
43 | float2 uv : TEXCOORD0;
44 | float4 vertex : SV_POSITION;
45 | };
46 |
47 | v2f vert (appdata v)
48 | {
49 | v2f o;
50 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
51 | o.uv = v.uv;
52 | return o;
53 | }
54 |
55 | sampler2D _MainTex;
56 | float2 _Center;
57 | float2 _Aspect;
58 | float _MaxRadius;
59 | float _Position;
60 |
61 | fixed4 frag (v2f i) : SV_Target
62 | {
63 | fixed4 col = tex2D(_MainTex, i.uv);
64 | float2 uv = i.uv * _Aspect;
65 |
66 | return col * 1.0 - step( _Position, distance( _Center, uv) / _MaxRadius);
67 | }
68 | ENDCG
69 | }
70 | }
71 | }
72 |
--------------------------------------------------------------------------------
/Assets/kode80/PixelRender/Resources/IrisWipe.shader.meta:
--------------------------------------------------------------------------------
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2 | guid: ef6a25ef834344b0a98b33a0a7ccf83a
3 | timeCreated: 1454386728
4 | licenseType: Pro
5 | ShaderImporter:
6 | defaultTextures: []
7 | userData:
8 | assetBundleName:
9 | assetBundleVariant:
10 |
--------------------------------------------------------------------------------
/Assets/kode80/PixelRender/Resources/PixelOutlineEffect.shader:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | Shader "Hidden/kode80/PixelRender/PixelOutline"
17 | {
18 | Properties
19 | {
20 | _MainTex ("Texture", 2D) = "white" {}
21 | }
22 | SubShader
23 | {
24 | // No culling or depth
25 | Cull Off ZWrite Off ZTest Always
26 |
27 | Pass
28 | {
29 | CGPROGRAM
30 | #pragma vertex vert
31 | #pragma fragment frag
32 |
33 | #include "UnityCG.cginc"
34 |
35 | struct appdata
36 | {
37 | float4 vertex : POSITION;
38 | float2 uv : TEXCOORD0;
39 | };
40 |
41 | struct v2f
42 | {
43 | float2 uv : TEXCOORD0;
44 | float4 vertex : SV_POSITION;
45 | };
46 |
47 | v2f vert (appdata v)
48 | {
49 | v2f o;
50 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
51 | o.uv = v.uv;
52 | return o;
53 | }
54 |
55 | sampler2D _MainTex;
56 | sampler2D _CameraDepthTexture;
57 | float4 _OutlineColor;
58 | float _DepthThreshold;
59 |
60 | fixed4 frag (v2f i) : SV_Target
61 | {
62 | float2 pixelSize = 1.0 / _ScreenParams.xy;
63 | fixed4 output = tex2D(_MainTex, i.uv);
64 |
65 | float a = 0.0;
66 | float depth = Linear01Depth( tex2D( _CameraDepthTexture, i.uv).r);
67 | float2 offsetUV;
68 |
69 | offsetUV = float2( i.uv.x, i.uv.y - pixelSize.y);
70 | a += depth - Linear01Depth( tex2D( _CameraDepthTexture, offsetUV).r);
71 |
72 | offsetUV = float2( i.uv.x - pixelSize.x, i.uv.y);
73 | a += depth - Linear01Depth( tex2D( _CameraDepthTexture, offsetUV).r);
74 |
75 | offsetUV = float2( i.uv.x + pixelSize.x, i.uv.y);
76 | a += depth - Linear01Depth( tex2D( _CameraDepthTexture, offsetUV).r);
77 |
78 | offsetUV = float2( i.uv.x, i.uv.y + pixelSize.y);
79 | a += depth - Linear01Depth( tex2D( _CameraDepthTexture, offsetUV).r);
80 |
81 | a = float(a < _DepthThreshold);
82 | output.rgb = lerp( output.rgb, _OutlineColor.rgb, saturate( a - (1.0 - _OutlineColor.a)));
83 |
84 | return output;
85 | }
86 | ENDCG
87 | }
88 | }
89 | }
90 |
--------------------------------------------------------------------------------
/Assets/kode80/PixelRender/Resources/PixelOutlineEffect.shader.meta:
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Assets/kode80/PixelRender/Scripts/Composite.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 |
20 | namespace kode80.PixelRender
21 | {
22 | [ExecuteInEditMode]
23 | public class Composite : MonoBehaviour
24 | {
25 | public Texture texture;
26 |
27 | IEnumerator OnPostRender()
28 | {
29 | if( texture != null)
30 | {
31 | yield return new WaitForEndOfFrame();
32 |
33 | Rect mainRect = new Rect( 0.0f, 0.0f, Camera.main.pixelWidth, Camera.main.pixelHeight);
34 | Rect alignedRect = AlignedRect( texture.width, texture.height, mainRect);
35 |
36 | GL.PushMatrix();
37 | GL.LoadPixelMatrix(0, mainRect.width, mainRect.height,0);
38 | Graphics.DrawTexture( alignedRect, texture);
39 | GL.PopMatrix();
40 | }
41 | }
42 |
43 | private Rect AlignedRect( float width, float height, Rect container)
44 | {
45 | while( width * 2.0f < container.width && height * 2.0 < container.height)
46 | {
47 | width *= 2.0f;
48 | height *= 2.0f;
49 | }
50 | // width = container.width;
51 | // height = container.height;
52 |
53 | return new Rect( Mathf.Floor( (container.width - width) * 0.5f),
54 | Mathf.Floor( (container.height - height) * 0.5f),
55 | width,
56 | height);
57 | }
58 | }
59 | }
60 |
--------------------------------------------------------------------------------
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/Assets/kode80/PixelRender/Scripts/IrisWipeEffect.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.PixelRender
20 | {
21 | [ExecuteInEditMode]
22 | public class IrisWipeEffect : MonoBehaviour
23 | {
24 | public Vector2 center;
25 | [Range( 0.0f, 1.0f)]
26 | public float position = 0.5f;
27 | private Material _material;
28 |
29 | void Start()
30 | {
31 | if( Application.isPlaying)
32 | {
33 | position = 0.0f;
34 | }
35 | }
36 |
37 | void Update()
38 | {
39 | if( position < 1.0f)
40 | {
41 | position += (1.0f / 1.5f) * Time.deltaTime;
42 | }
43 | }
44 |
45 | void OnRenderImage( RenderTexture source, RenderTexture destination)
46 | {
47 | if( _material == null)
48 | {
49 | _material = new Material( Shader.Find( "Hidden/kode80/PixelRender/IrisWipe"));
50 | _material.hideFlags = HideFlags.HideAndDontSave;
51 | }
52 |
53 | float w = destination.width;
54 | float h = destination.height;
55 | Vector2 aspect = w > h ? new Vector2( 1.0f, h / w) : new Vector2( w / h, 1.0f);
56 | Vector2 nCenter = Vector2.Scale( center, aspect);
57 | float m = Mathf.Max( Mathf.Max( nCenter.x, aspect.x - nCenter.x),
58 | Mathf.Max( nCenter.y, aspect.y - nCenter.y));
59 | float maxRadius = Mathf.Sqrt( m * m + m * m);
60 |
61 | _material.SetVector( "_Aspect", aspect);
62 | _material.SetVector( "_Center", nCenter);
63 | _material.SetFloat( "_Position", position);
64 | _material.SetFloat( "_MaxRadius", maxRadius);
65 |
66 | Graphics.Blit( source, destination, _material);
67 | }
68 | }
69 | }
70 |
--------------------------------------------------------------------------------
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/Assets/kode80/PixelRender/Scripts/PaletteKMeans.cs.meta:
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/Assets/kode80/PixelRender/Scripts/PixelOutlineEffect.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.PixelRender
20 | {
21 | [ExecuteInEditMode]
22 | public class PixelOutlineEffect : MonoBehaviour
23 | {
24 | public Color outlineColor;
25 | [Range( 0.0f, 0.05f)]
26 | public float depthThreshold;
27 | private Material _outlineMaterial;
28 |
29 |
30 | void OnEnable()
31 | {
32 | Camera cam = GetComponent();
33 | cam.depthTextureMode = DepthTextureMode.Depth;
34 | }
35 |
36 | [ImageEffectOpaque]
37 | void OnRenderImage( RenderTexture source, RenderTexture destination)
38 | {
39 | if( _outlineMaterial == null)
40 | {
41 | _outlineMaterial = new Material( Shader.Find( "Hidden/kode80/PixelRender/PixelOutline"));
42 | _outlineMaterial.hideFlags = HideFlags.HideAndDontSave;
43 | }
44 |
45 | _outlineMaterial.SetColor( "_OutlineColor", outlineColor);
46 | _outlineMaterial.SetFloat( "_DepthThreshold", -depthThreshold);
47 |
48 | Graphics.Blit( source, destination, _outlineMaterial);
49 | }
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
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/Assets/kode80/PixelRender/Scripts/QuantizeAnimation.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.PixelRender
20 | {
21 | [RequireComponent(typeof(Animator))]
22 | public class QuantizeAnimation : MonoBehaviour
23 | {
24 | public string animationName;
25 | public float speed = 1.0f;
26 | public int fps = 10;
27 |
28 | private Animator _animator;
29 | private float _time;
30 |
31 | // Use this for initialization
32 | void Start () {
33 |
34 | }
35 |
36 | void OnEnable()
37 | {
38 | _animator = GetComponent();
39 | _time = 0.0f;
40 | }
41 |
42 | void OnDisable()
43 | {
44 | _animator = null;
45 | }
46 |
47 | void Update ()
48 | {
49 | _time += Time.deltaTime;
50 | if( _time > speed)
51 | {
52 | _time -= speed;
53 | }
54 |
55 | float frame = Mathf.Round( _time / speed * fps);
56 | frame *= 1.0f /fps;
57 |
58 | _animator.Play( animationName, -1, frame);
59 | _animator.speed = 0.0f;
60 | }
61 | }
62 | }
--------------------------------------------------------------------------------
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/Assets/kode80/PixelRender/Scripts/QuantizedFloat.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 |
20 | namespace kode80.PixelRender
21 | {
22 | public struct QuantizedFloat
23 | {
24 | private float _quantizeStep;
25 | public float quantizeStep {
26 | get { return _quantizeStep; }
27 | set {
28 | _quantizeStep = value;
29 | UpdateQuantizedValue();
30 | }
31 | }
32 |
33 | private float _realValue;
34 | public float realValue {
35 | get { return _realValue; }
36 | set {
37 | _realValue = value;
38 | UpdateQuantizedValue();
39 | }
40 | }
41 |
42 | private float _offset;
43 | public float offset {
44 | get { return _offset; }
45 | set {
46 | _offset = value - Quantize( value);
47 | UpdateQuantizedValue();
48 | }
49 | }
50 |
51 | private float _quantizedValue;
52 | public float quantizedValue { get { return _quantizedValue; } }
53 |
54 | private void UpdateQuantizedValue()
55 | {
56 | _quantizedValue = Quantize( _realValue) + _offset;
57 | }
58 |
59 | private float Quantize( float input)
60 | {
61 | return Mathf.Floor( input / _quantizeStep) * _quantizeStep;
62 | }
63 | }
64 | }
65 |
--------------------------------------------------------------------------------
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/Assets/kode80/PixelRender/Scripts/QuantizedVector3.cs:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | using UnityEngine;
17 | using System.Collections;
18 |
19 | namespace kode80.PixelRender
20 | {
21 | public struct QuantizedVector3
22 | {
23 | private Vector3 _quantizeStep;
24 | public Vector3 quantizeStep {
25 | get { return _quantizeStep; }
26 | set {
27 | _quantizeStep = value;
28 | UpdateQuantizedValue();
29 | }
30 | }
31 |
32 | private Vector3 _realValue;
33 | public Vector3 realValue {
34 | get { return _realValue; }
35 | set {
36 | _realValue = value;
37 | UpdateQuantizedValue();
38 | }
39 | }
40 |
41 | private Vector3 _offset;
42 | public Vector3 offset {
43 | get { return _offset; }
44 | set {
45 | _offset = value - Quantize( value);
46 | UpdateQuantizedValue();
47 | }
48 | }
49 |
50 | private Vector3 _quantizedValue;
51 | public Vector3 quantizedValue { get { return _quantizedValue; } }
52 |
53 | private void UpdateQuantizedValue()
54 | {
55 | _quantizedValue = Quantize( _realValue) + _offset;
56 | }
57 |
58 | private Vector3 Quantize( Vector3 input)
59 | {
60 | input.x = Mathf.Floor( input.x / _quantizeStep.x) * _quantizeStep.x;
61 | input.y = Mathf.Floor( input.y / _quantizeStep.y) * _quantizeStep.y;
62 | input.z = Mathf.Floor( input.z / _quantizeStep.z) * _quantizeStep.z;
63 | return input;
64 | }
65 | }
66 | }
67 |
--------------------------------------------------------------------------------
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/Assets/kode80/PixelRender/Shaders/DrawTexture.shader:
--------------------------------------------------------------------------------
1 | //***************************************************
2 | //
3 | // Author: Ben Hopkins
4 | // Copyright (C) 2016 kode80 LLC,
5 | // all rights reserved
6 | //
7 | // Free to use for non-commercial purposes,
8 | // see full license in project root:
9 | // PixelRenderNonCommercialLicense.html
10 | //
11 | // Commercial licenses available for purchase from:
12 | // http://kode80.com/
13 | //
14 | //***************************************************
15 |
16 | Shader "kode80/DrawTexture"
17 | {
18 | Properties
19 | {
20 | _MainTex ("Base (RGB)", 2D) = "white" {}
21 | }
22 | SubShader
23 | {
24 | Tags { "Queue" = "Background+1" "RenderType"="Opaque" }
25 |
26 | Pass
27 | {
28 | Cull Off
29 | ZWrite Off
30 | Ztest Less
31 | //LOD 200
32 | Blend One OneMinusSrcAlpha
33 |
34 | CGPROGRAM
35 |
36 | #pragma vertex vert
37 | #pragma fragment frag
38 | #pragma target 3.0
39 | #include "UnityCG.cginc"
40 |
41 | sampler2D _MainTex;
42 |
43 | struct v2f {
44 | float4 position : SV_POSITION;
45 | float2 uv : TEXCOORD0;
46 | };
47 |
48 | v2f vert(appdata_base v)
49 | {
50 | v2f o;
51 | o.position = mul( UNITY_MATRIX_MVP, v.vertex);
52 | o.uv = v.texcoord;
53 |
54 | return o;
55 | }
56 |
57 | half4 frag (v2f input) : COLOR
58 | {
59 | return tex2D( _MainTex, input.uv);
60 | }
61 |
62 | ENDCG
63 | }
64 | }
65 | }
66 |
--------------------------------------------------------------------------------
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6 |
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/Assets/kode80/UnityTools/EditorTools/Editor/ComponentContextMenu.cs:
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1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 |
27 | namespace kode80.EditorTools
28 | {
29 | public static class ComponentContextMenu
30 | {
31 | [MenuItem("CONTEXT/Component/Open Component List")]
32 | static void OpenComponentList( MenuCommand menuCommand)
33 | {
34 | ComponentList.Init();
35 | }
36 |
37 | [MenuItem("CONTEXT/Component/Move To Top")]
38 | static void MoveComponentToTop( MenuCommand menuCommand)
39 | {
40 | Component component = menuCommand.context as Component;
41 | while( UnityEditorInternal.ComponentUtility.MoveComponentUp(component)) {}
42 | }
43 |
44 | [MenuItem("CONTEXT/Component/Move To Bottom")]
45 | static void MoveComponentToBottom( MenuCommand menuCommand)
46 | {
47 | Component component = menuCommand.context as Component;
48 | while( UnityEditorInternal.ComponentUtility.MoveComponentDown(component)) {}
49 | }
50 | }
51 | }
52 |
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIButton.cs:
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1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIButton : GUIBase
31 | {
32 | private GUIContent _content;
33 | public GUIContent content { get { return _content; } }
34 |
35 | public GUIButton( GUIContent content, OnGUIAction action=null)
36 | {
37 | _content = content;
38 | if( action != null)
39 | {
40 | onGUIAction += action;
41 | }
42 | }
43 |
44 | protected override void CustomOnGUI ()
45 | {
46 | if( GUILayout.Button( content))
47 | {
48 | CallGUIAction();
49 | }
50 | }
51 | }
52 | }
53 |
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIColorField.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIColorField : GUIBase
31 | {
32 | public Color color;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | public GUIColorField( GUIContent content, OnGUIAction action=null)
38 | {
39 | _content = content;
40 | if( action != null)
41 | {
42 | onGUIAction += action;
43 | }
44 | }
45 |
46 | protected override void CustomOnGUI ()
47 | {
48 | Color newColor = _content == null ? EditorGUILayout.ColorField( color) :
49 | EditorGUILayout.ColorField( _content, color);
50 | if( newColor != color)
51 | {
52 | color = newColor;
53 | CallGUIAction();
54 | }
55 | }
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIDefaultInspector.cs:
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1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIDefaultInspector : GUIBase
31 | {
32 | Object target;
33 |
34 | public GUIDefaultInspector( Object target)
35 | {
36 | this.target = target;
37 | }
38 |
39 | protected override void CustomOnGUI ()
40 | {
41 | UnityEditor.Editor editor = null;
42 | UnityEditor.Editor.CreateCachedEditor( target, null, ref editor);
43 | editor.DrawDefaultInspector();
44 | }
45 | }
46 | }
47 |
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIEnumPopup.cs:
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1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIEnumPopup : GUIBase
31 | {
32 | public System.Enum value;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | public GUIEnumPopup( GUIContent content, System.Enum value, OnGUIAction action=null)
38 | {
39 | this.value = value;
40 |
41 | _content = content;
42 | if( action != null)
43 | {
44 | onGUIAction += action;
45 | }
46 | }
47 |
48 | protected override void CustomOnGUI ()
49 | {
50 | System.Enum newValue = EditorGUILayout.EnumPopup( _content, value);
51 | if( newValue != value)
52 | {
53 | value = newValue;
54 | CallGUIAction();
55 | }
56 | }
57 | }
58 | }
59 |
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIFoldout.cs:
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1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIFoldout : GUIBaseContainer
31 | {
32 | public bool isOpen;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | protected override bool areChildrenHidden { get { return isOpen == false; } }
38 |
39 | public GUIFoldout( GUIContent content)
40 | {
41 | _content = content;
42 | }
43 |
44 | protected override void BeginContainerOnGUI()
45 | {
46 | isOpen = EditorGUILayout.Foldout( isOpen, _content);
47 | if( isOpen)
48 | {
49 | EditorGUILayout.BeginVertical();
50 | EditorGUI.indentLevel++;
51 | }
52 | }
53 |
54 | protected override void EndContainerOnGUI()
55 | {
56 | if( isOpen)
57 | {
58 | EditorGUI.indentLevel--;
59 | EditorGUILayout.EndHorizontal();
60 | }
61 | }
62 | }
63 | }
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIHorizontal.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIHorizontal : GUIBaseContainer
31 | {
32 | public GUILayoutOption[] layoutOptions;
33 | public GUIStyle style;
34 |
35 | public GUIHorizontal( GUIStyle style, params GUILayoutOption[] options)
36 | {
37 | layoutOptions = options;
38 | this.style = style;
39 | }
40 |
41 | public GUIHorizontal( params GUILayoutOption[] options)
42 | {
43 | layoutOptions = options;
44 | this.style = new GUIStyle();
45 | }
46 | protected override void BeginContainerOnGUI()
47 | {
48 | EditorGUILayout.BeginHorizontal( style, layoutOptions);
49 | }
50 |
51 | protected override void EndContainerOnGUI()
52 | {
53 | EditorGUILayout.EndHorizontal();
54 | }
55 | }
56 | }
57 |
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUILabel.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUILabel : GUIBase
31 | {
32 | private GUIContent _content;
33 | public GUIContent content { get { return _content; } }
34 |
35 | public GUIStyle style;
36 |
37 | public GUILabel( GUIContent content)
38 | {
39 | _content = content;
40 | }
41 |
42 | protected override void CustomOnGUI ()
43 | {
44 | if( style == null) {
45 | GUILayout.Label( _content);
46 | }
47 | else {
48 | GUILayout.Label( _content, style);
49 | }
50 | }
51 | }
52 | }
53 |
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIPopup.cs.meta:
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/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIScrollView.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIScrollView : GUIBaseContainer
31 | {
32 | public GUILayoutOption[] layoutOptions;
33 |
34 | private Vector2 _scrollPosition;
35 |
36 | public GUIScrollView( params GUILayoutOption[] options)
37 | {
38 | layoutOptions = options;
39 | }
40 |
41 | protected override void BeginContainerOnGUI()
42 | {
43 | _scrollPosition = EditorGUILayout.BeginScrollView( _scrollPosition, layoutOptions);
44 | }
45 |
46 | protected override void EndContainerOnGUI()
47 | {
48 | EditorGUILayout.EndScrollView();
49 | }
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIScrollView.cs.meta:
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUISlider.cs.meta:
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUISpace.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUISpace : GUIBase
31 | {
32 | bool isFlexible;
33 |
34 | public GUISpace( bool isFlexible = false)
35 | {
36 | this.isFlexible = isFlexible;
37 | }
38 |
39 | protected override void CustomOnGUI()
40 | {
41 | if( isFlexible)
42 | {
43 | GUILayout.FlexibleSpace();
44 | }
45 | else
46 | {
47 | GUILayout.Space( 20.0f);
48 | }
49 | }
50 | }
51 | }
52 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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13 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUITextField.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUITextField : GUIBase
31 | {
32 | public string value;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | public GUITextField( GUIContent content, string value="", OnGUIAction action=null)
38 | {
39 | this.value = value;
40 |
41 | _content = content;
42 | if( action != null)
43 | {
44 | onGUIAction += action;
45 | }
46 | }
47 |
48 | protected override void CustomOnGUI ()
49 | {
50 | string newValue = EditorGUILayout.TextField( _content, value);
51 | if( newValue != value)
52 | {
53 | value = newValue;
54 | CallGUIAction();
55 | }
56 | }
57 | }
58 | }
59 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUITextField.cs.meta:
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUITextureField.cs.meta:
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--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIToggle.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIToggle : GUIBase
31 | {
32 | public bool isToggled;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | public GUIToggle( GUIContent content, OnGUIAction action=null)
38 | {
39 | _content = content;
40 | if( action != null)
41 | {
42 | onGUIAction += action;
43 | }
44 | }
45 |
46 | protected override void CustomOnGUI ()
47 | {
48 | bool newIsToggled = EditorGUILayout.Toggle( _content, isToggled);
49 | if( newIsToggled != isToggled)
50 | {
51 | isToggled = newIsToggled;
52 | CallGUIAction();
53 | }
54 | }
55 | }
56 | }
57 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIToggle.cs.meta:
--------------------------------------------------------------------------------
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7 | defaultReferences: []
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9 | icon: {instanceID: 0}
10 | userData:
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12 | assetBundleVariant:
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--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIToolbar.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIToolbar : GUIBase
31 | {
32 | public int selected;
33 | public GUIContent[] itemContent;
34 |
35 | public GUIToolbar( GUIContent[] itemContent, OnGUIAction action=null)
36 | {
37 | this.itemContent = itemContent;
38 | if( action != null)
39 | {
40 | onGUIAction += action;
41 | }
42 | }
43 |
44 | protected override void CustomOnGUI ()
45 | {
46 | int newSelected = GUILayout.Toolbar( selected, itemContent);
47 | if( newSelected != selected)
48 | {
49 | selected = newSelected;
50 | CallGUIAction();
51 | }
52 | }
53 | }
54 | }
55 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIToolbar.cs.meta:
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIVector3Field.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIVector3Field : GUIBase
31 | {
32 | public Vector3 vector;
33 |
34 | private GUIContent _content;
35 | public GUIContent content { get { return _content; } }
36 |
37 | public GUIVector3Field( GUIContent content, OnGUIAction action=null)
38 | {
39 | _content = content;
40 | if( action != null)
41 | {
42 | onGUIAction += action;
43 | }
44 | }
45 |
46 | protected override void CustomOnGUI ()
47 | {
48 | Vector3 newVector = EditorGUILayout.Vector3Field( _content, vector);
49 | if( newVector != vector)
50 | {
51 | vector = newVector;
52 | CallGUIAction();
53 | }
54 | }
55 | }
56 | }
57 |
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIVector3Field.cs.meta:
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--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIVertical.cs:
--------------------------------------------------------------------------------
1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using UnityEditor;
26 | using System.Collections;
27 |
28 | namespace kode80.GUIWrapper
29 | {
30 | public class GUIVertical : GUIBaseContainer
31 | {
32 | public GUILayoutOption[] layoutOptions;
33 | public GUIStyle style;
34 |
35 | public GUIVertical( GUIStyle style, params GUILayoutOption[] options)
36 | {
37 | layoutOptions = options;
38 | this.style = style;
39 | }
40 |
41 | public GUIVertical( params GUILayoutOption[] options)
42 | {
43 | layoutOptions = options;
44 | this.style = new GUIStyle();
45 | }
46 |
47 | protected override void BeginContainerOnGUI()
48 | {
49 | EditorGUILayout.BeginVertical( style, layoutOptions);
50 | }
51 |
52 | protected override void EndContainerOnGUI()
53 | {
54 | EditorGUILayout.EndVertical();
55 | }
56 | }
57 | }
--------------------------------------------------------------------------------
/Assets/kode80/UnityTools/GUIWrapper/Editor/GUIVertical.cs.meta:
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/Versioning/Editor/AssetUpdateWindow.cs.meta:
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/Assets/kode80/UnityTools/Versioning/Editor/AssetUpdater.cs.meta:
--------------------------------------------------------------------------------
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/Assets/kode80/UnityTools/Versioning/Editor/AssetVersion.cs:
--------------------------------------------------------------------------------
1 | using UnityEngine;
2 | using System;
3 | using System.Collections;
4 | using System.Xml;
5 |
6 | namespace kode80.Versioning
7 | {
8 | public class AssetVersion
9 | {
10 | public string Name { get; private set; }
11 | public string Author { get; private set; }
12 | public SemanticVersion Version { get; private set; }
13 | public string Notes { get; private set; }
14 | public Uri packageURI { get; private set; }
15 | public Uri versionURI { get; private set; }
16 |
17 | public static AssetVersion ParseXML( string xmlString)
18 | {
19 | XmlDocument xml = new XmlDocument();
20 |
21 | try { xml.LoadXml( xmlString); }
22 | catch( XmlException) { return null; }
23 |
24 | XmlNode name = xml.SelectSingleNode( "asset/name");
25 | XmlNode author = xml.SelectSingleNode( "asset/author");
26 | XmlNode version = xml.SelectSingleNode( "asset/version");
27 | XmlNode notes = xml.SelectSingleNode( "asset/notes");
28 | XmlNode packageURI = xml.SelectSingleNode( "asset/package-uri");
29 | XmlNode versionURI = xml.SelectSingleNode( "asset/version-uri");
30 |
31 | if( name == null ||
32 | author == null ||
33 | version == null ||
34 | notes == null ||
35 | packageURI == null ||
36 | versionURI == null)
37 | {
38 | Debug.Log( "Error parsing Asset Version XML");
39 | return null;
40 | }
41 |
42 | SemanticVersion semanticVersion = SemanticVersion.Parse( version.InnerText);
43 | if( semanticVersion == null) {
44 | Debug.Log( "Error parsing Semantic Version");
45 | return null;
46 | }
47 |
48 | AssetVersion assetVersion = new AssetVersion();
49 | assetVersion.Name = name.InnerText;
50 | assetVersion.Author = author.InnerText;
51 | assetVersion.Version = semanticVersion;
52 | assetVersion.Notes = notes.InnerText;
53 | assetVersion.packageURI = new Uri( packageURI.InnerText);
54 | assetVersion.versionURI = new Uri( versionURI.InnerText);
55 |
56 | return assetVersion;
57 | }
58 |
59 | public override string ToString()
60 | {
61 | return "Name: " + Name + "\n" +
62 | "Author: " + Author + "\n" +
63 | "Version: " + Version + "\n" +
64 | "Notes: " + Notes + "\n" +
65 | "PackageURI: " + packageURI + "\n" +
66 | "VersionURI: " + versionURI;
67 | }
68 | }
69 | }
70 |
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/Assets/kode80/UnityTools/Versioning/Editor/SemanticVersion.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections;
4 |
5 | namespace kode80.Versioning
6 | {
7 | public class SemanticVersion
8 | {
9 | public int Major { get; private set; }
10 | public int Minor { get; private set; }
11 | public int Patch { get; private set; }
12 |
13 | public SemanticVersion( int major = 0, int minor = 0, int patch = 0)
14 | {
15 | Major = major;
16 | Minor = minor;
17 | Patch = patch;
18 | }
19 |
20 | public static SemanticVersion Parse( string versionString)
21 | {
22 | string[] components = versionString.Split( '.');
23 | int major = 0, minor = 0, patch = 0;
24 |
25 | if( components.Length < 3) { return null; }
26 | if( int.TryParse( components[0], out major) == false) { return null; }
27 | if( int.TryParse( components[1], out minor) == false) { return null; }
28 | if( int.TryParse( components[2], out patch) == false) { return null; }
29 |
30 | return new SemanticVersion( major, minor, patch);
31 | }
32 |
33 | public static bool operator <( SemanticVersion a, SemanticVersion b)
34 | {
35 | if( a.Major < b.Major) { return true; }
36 | if( a.Major > b.Major) { return false; }
37 |
38 | if( a.Minor < b.Minor) { return true; }
39 | if( a.Minor > b.Minor) { return false; }
40 |
41 | if( a.Patch < b.Patch) { return true; }
42 |
43 | return false;
44 | }
45 |
46 | public static bool operator >( SemanticVersion a, SemanticVersion b)
47 | {
48 | if( a.Major > b.Major) { return true; }
49 | if( a.Major < b.Major) { return false; }
50 |
51 | if( a.Minor > b.Minor) { return true; }
52 | if( a.Minor < b.Minor) { return false; }
53 |
54 | if( a.Patch > b.Patch) { return true; }
55 |
56 | return false;
57 | }
58 |
59 | public override string ToString()
60 | {
61 | return Major + "." + Minor + "." + Patch;
62 | }
63 | }
64 | }
65 |
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/Assets/kode80/Utils/Color32Util.cs:
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1 | // Copyright (c) 2016, Ben Hopkins (kode80)
2 | // All rights reserved.
3 | //
4 | // Redistribution and use in source and binary forms, with or without modification,
5 | // are permitted provided that the following conditions are met:
6 | //
7 | // 1. Redistributions of source code must retain the above copyright notice,
8 | // this list of conditions and the following disclaimer.
9 | //
10 | // 2. Redistributions in binary form must reproduce the above copyright notice,
11 | // this list of conditions and the following disclaimer in the documentation
12 | // and/or other materials provided with the distribution.
13 | //
14 | // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
15 | // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
16 | // MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL
17 | // THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
18 | // SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT
19 | // OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
20 | // HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
21 | // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE,
22 | // EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
23 |
24 | using UnityEngine;
25 | using System;
26 | using System.Collections;
27 |
28 | namespace kode80.Utils
29 | {
30 | public class Color32Util
31 | {
32 | public static Color32 FromRGBAUint32( UInt32 color)
33 | {
34 | return new Color32( GetR( color),
35 | GetG( color),
36 | GetB( color),
37 | GetA( color));
38 | }
39 |
40 | public static byte GetR( UInt32 color)
41 | {
42 | return (byte) ((color >> 24) & 0xff);
43 | }
44 |
45 | public static byte GetG( UInt32 color)
46 | {
47 | return (byte) ((color >> 16) & 0xff);
48 | }
49 |
50 | public static byte GetB( UInt32 color)
51 | {
52 | return (byte) ((color >> 8) & 0xff);
53 | }
54 |
55 | public static byte GetA( UInt32 color)
56 | {
57 | return (byte) (color & 0xff);
58 | }
59 | }
60 | }
61 |
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2 | m_StandardAssetsVersion: 0
3 |
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/README.md:
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1 | # PixelRenderUnity3D (Ver 1.1)
2 | PixelRender is a complete system of shaders, effects, scripts & tools for rendering 3D scenes as 2D pixel art. The key components are the PixelArt shader for rendering meshs using palette based shading, the PixelOutline image effect for drawing pixel-perfect outlines & the Palette Editor which provides several features for creating, generating & manipulating palettes used by the PixelArt shader directly within Unity3D. PixelRender also includes components for quantizing animation, tools for rendering & exporting Unity3D sprite sheet animations, several examples & full documentation (in both pdf & epub format). PixelRender also works on mobile!
3 |
4 | ## License
5 | PixelRender is free to use for strictly non-commercial purposes, read PixelRenderNonCommercialLicense.html in project root for full details.
6 |
7 | If you'd like to use PixelRender for commercial purposes, or support this & future kode80 development, commercial licenses are available for purchase from my online store at: [http://kode80.com/](http://kode80.com/)
8 |
9 | ## Download Latest unitypackage
10 | The latest packaged version can be downloaded here: [PixelRender.unitypackage](http://kode80.com/downloads/assets/PixelRender.unitypackage)
11 |
12 | ## ChangeLog
13 | ### PixelRender 1.2.0 (April 15th 2016):
14 | * Updated included UnityTools
15 | * PixelRender can now be updated directly from the editor (Windows/kode80/Check for Asset Updates)
16 |
17 | ### PixelRender 1.1.0 (March 9th 2016):
18 | * Palettize Texture tool:
19 | * Displays a progress bar and can be canceled
20 | * Optimized to convert significantly faster
21 | * Includes an automatic palette reduction pass (see documentation for details)
22 | * Added MinimumSceneTemplate to examples, useful for creating new PixelRender scenes
23 | * Added Sprite Sheet Maker tool for rendering & exporting Unity3D sprite animations (see documentation for details)
24 | * Minor UI fixes for all editor tools
25 |
26 |
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