├── Assets ├── TextMesh Pro │ ├── Resources │ │ ├── LineBreaking Leading Characters.txt │ │ ├── LineBreaking Following Characters.txt │ │ ├── TMP Settings.asset.meta │ │ ├── Sprite Assets │ │ │ └── EmojiOne.asset.meta │ │ ├── LineBreaking Following Characters.txt.meta │ │ ├── LineBreaking Leading Characters.txt.meta │ │ ├── Fonts & Materials │ │ │ ├── LiberationSans SDF.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat.meta │ │ │ ├── LiberationSans SDF - Drop Shadow.mat.meta │ │ │ ├── LiberationSans SDF - Fallback.asset.meta │ │ │ ├── LiberationSans SDF - Outline.mat │ │ │ └── LiberationSans SDF - Drop Shadow.mat │ │ ├── Sprite Assets.meta │ │ ├── Style Sheets.meta │ │ ├── Style Sheets │ │ │ └── Default Style Sheet.asset.meta │ │ ├── Fonts & Materials.meta │ │ └── TMP Settings.asset │ ├── Sprites │ │ ├── EmojiOne.png │ │ ├── EmojiOne Attribution.txt.meta │ │ ├── EmojiOne Attribution.txt │ │ ├── EmojiOne.json.meta │ │ └── EmojiOne.json │ ├── Fonts │ │ ├── LiberationSans.ttf │ │ ├── LiberationSans - OFL.txt.meta │ │ ├── LiberationSans.ttf.meta │ │ └── LiberationSans - OFL.txt │ ├── Documentation │ │ ├── TextMesh Pro User Guide 2016.pdf │ │ └── TextMesh Pro User Guide 2016.pdf.meta │ ├── Fonts.meta │ ├── Resources.meta │ ├── Shaders.meta │ ├── Sprites.meta │ ├── Documentation.meta │ └── Shaders │ │ ├── TMP_SDF.shader.meta │ │ ├── TMPro.cginc.meta │ │ ├── TMP_Bitmap.shader.meta │ │ ├── TMP_SDF SSD.shader.meta │ │ ├── TMP_Sprite.shader.meta │ │ ├── TMPro_Mobile.cginc.meta │ │ ├── TMPro_Surface.cginc.meta │ │ ├── TMP_Bitmap-Mobile.shader.meta │ │ ├── TMP_SDF Overlay.shader.meta │ │ ├── TMP_SDF-Mobile SSD.shader.meta │ │ ├── TMP_SDF-Mobile.shader.meta │ │ ├── TMP_SDF-Surface.shader.meta │ │ ├── TMPro_Properties.cginc.meta │ │ ├── TMP_Bitmap-Custom-Atlas.shader.meta │ │ ├── TMP_SDF-Mobile Masking.shader.meta │ │ ├── TMP_SDF-Mobile Overlay.shader.meta │ │ ├── TMP_SDF-Surface-Mobile.shader.meta │ │ ├── TMPro.cginc │ │ ├── TMPro_Properties.cginc │ │ ├── TMP_Sprite.shader │ │ ├── TMP_SDF-Mobile SSD.shader │ │ ├── TMPro_Surface.cginc │ │ ├── TMP_Bitmap.shader │ │ ├── TMP_SDF-Surface-Mobile.shader │ │ ├── TMP_Bitmap-Custom-Atlas.shader │ │ ├── TMP_Bitmap-Mobile.shader │ │ └── TMP_SDF-Surface.shader ├── Textures │ ├── map.png │ ├── desk.png │ ├── dote.png │ ├── okno.png │ ├── room.png │ ├── room2.png │ ├── coridor.png │ ├── officer.png │ ├── terminal.png │ ├── dote_emrg.png │ ├── room1_watch.png │ ├── minigame_anim.png │ ├── cut_scene_forest.png │ ├── cut_scene_rain.png │ ├── dote_non_emerg.png │ ├── mini_game_floor1.png │ ├── anim_door_fall_33.png │ ├── minigame_anim_hit.png │ ├── cut_scene_mountain_33.png │ ├── dote.png.meta │ ├── coridor.png.meta │ ├── desk.png.meta │ ├── dote_emrg.png.meta │ ├── map.png.meta │ ├── officer.png.meta │ ├── okno.png.meta │ ├── room.png.meta │ ├── room2.png.meta │ ├── dote_non_emerg.png.meta │ ├── room1_watch.png.meta │ ├── terminal.png.meta │ ├── cut_scene_forest.png.meta │ ├── cut_scene_rain.png.meta │ ├── mini_game_floor1.png.meta │ └── cut_scene_mountain_33.png.meta ├── Sounds │ ├── knocking.ogg │ ├── door_squeak.ogg │ ├── door_squeak.ogg.meta │ └── knocking.ogg.meta ├── Fonts │ ├── OpenSans-Regular.ttf │ ├── OpenSans-BoldItalic.ttf │ ├── OpenSans-BoldItalic SDF.asset.meta │ ├── OpenSans-Regular SDF.asset.meta │ ├── OpenSans-Regular.ttf.meta │ └── OpenSans-BoldItalic.ttf.meta ├── Prefabs │ ├── WP.prefab.meta │ ├── Call Icon.prefab.meta │ ├── DoorBash.prefab.meta │ ├── Event.prefab.meta │ ├── Emergency Icon.prefab.meta │ ├── Event.prefab │ ├── Call Icon.prefab │ ├── Emergency Icon.prefab │ └── WP.prefab ├── Scenes │ ├── Story.unity.meta │ ├── Corkboard.unity.meta │ └── SampleScene.unity.meta ├── Scripts │ ├── Minigame.cs │ ├── Events.meta │ ├── MiniGames.meta │ ├── Events │ │ ├── IEvent.cs │ │ ├── IEvent.cs.meta │ │ ├── ChaseEvent.cs.meta │ │ ├── InvadeEvent.cs.meta │ │ ├── StoryEvent.cs.meta │ │ ├── StoryEvent.cs │ │ ├── InvadeEvent.cs │ │ └── ChaseEvent.cs │ ├── Player.cs.meta │ ├── AnimateUI.cs.meta │ ├── CorkManager.cs.meta │ ├── EventPoint.cs.meta │ ├── KnockOut.cs.meta │ ├── Minigame.cs.meta │ ├── Waypoint.cs.meta │ ├── ConstantMove.cs.meta │ ├── PoliceManager.cs.meta │ ├── StoryManager.cs.meta │ ├── MiniGames │ │ ├── DoorBash.cs.meta │ │ └── DoorBash.cs │ ├── KnockOut.cs │ ├── CorkManager.cs │ ├── ConstantMove.cs │ ├── AnimateUI.cs │ ├── Waypoint.cs │ ├── EventPoint.cs │ ├── Player.cs │ └── PoliceManager.cs ├── Editor.meta ├── Fonts.meta ├── Prefabs.meta ├── Scenes.meta ├── Scripts.meta ├── Sounds.meta ├── TextMesh Pro.meta ├── Textures.meta ├── Adaptive Performance.meta ├── Adaptive Performance │ ├── Provider.meta │ ├── Settings.meta │ ├── AdaptivePerformanceGeneralSettings.asset.meta │ ├── Provider │ │ ├── Simulator Provider Loader.asset.meta │ │ └── Simulator Provider Loader.asset │ ├── Settings │ │ └── Simulator Provider Settings.asset.meta │ └── AdaptivePerformanceGeneralSettings.asset └── Editor │ ├── com.unity.mobile.notifications.meta │ └── com.unity.mobile.notifications │ ├── NotificationSettings.asset.meta │ └── NotificationSettings.asset ├── ProjectSettings ├── ProjectVersion.txt ├── CommonBurstAotSettings.json ├── ClusterInputManager.asset ├── PresetManager.asset ├── NetworkManager.asset ├── XRSettings.asset ├── VersionControlSettings.asset ├── TimeManager.asset ├── VFXManager.asset ├── BurstAotSettings_StandaloneLinux64.json ├── AudioManager.asset ├── TagManager.asset ├── EditorBuildSettings.asset ├── UnityConnectSettings.asset ├── PackageManagerSettings.asset ├── EditorSettings.asset ├── MemorySettings.asset ├── DynamicsManager.asset ├── NotificationsSettings.asset ├── NavMeshAreas.asset ├── Physics2DSettings.asset └── GraphicsSettings.asset ├── .idea └── .idea.hahaton │ └── .idea │ ├── encodings.xml │ ├── indexLayout.xml │ └── .gitignore ├── README.md ├── Packages └── manifest.json └── .gitignore /Assets/TextMesh Pro/Resources/LineBreaking Leading Characters.txt: -------------------------------------------------------------------------------- 1 | ([{〔〈《「『【〘〖〝‘“⦅«$—…‥〳〴〵\[({£¥"々〇$¥₩ # -------------------------------------------------------------------------------- /Assets/Textures/map.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rndtrash/kubsu-carx-hackaton-2022/master/Assets/Textures/map.png -------------------------------------------------------------------------------- /Assets/Sounds/knocking.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rndtrash/kubsu-carx-hackaton-2022/master/Assets/Sounds/knocking.ogg -------------------------------------------------------------------------------- /Assets/Textures/desk.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rndtrash/kubsu-carx-hackaton-2022/master/Assets/Textures/desk.png 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https://raw.githubusercontent.com/rndtrash/kubsu-carx-hackaton-2022/master/Assets/Textures/terminal.png -------------------------------------------------------------------------------- /ProjectSettings/ProjectVersion.txt: -------------------------------------------------------------------------------- 1 | m_EditorVersion: 2022.1.23f1 2 | m_EditorVersionWithRevision: 2022.1.23f1 (9636b062134a) 3 | -------------------------------------------------------------------------------- /Assets/Sounds/door_squeak.ogg: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rndtrash/kubsu-carx-hackaton-2022/master/Assets/Sounds/door_squeak.ogg -------------------------------------------------------------------------------- /Assets/Textures/dote_emrg.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rndtrash/kubsu-carx-hackaton-2022/master/Assets/Textures/dote_emrg.png 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/Assets/Fonts/OpenSans-BoldItalic.ttf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rndtrash/kubsu-carx-hackaton-2022/master/Assets/Fonts/OpenSans-BoldItalic.ttf -------------------------------------------------------------------------------- /Assets/Textures/cut_scene_forest.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rndtrash/kubsu-carx-hackaton-2022/master/Assets/Textures/cut_scene_forest.png -------------------------------------------------------------------------------- /Assets/Textures/cut_scene_rain.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rndtrash/kubsu-carx-hackaton-2022/master/Assets/Textures/cut_scene_rain.png -------------------------------------------------------------------------------- /Assets/Textures/dote_non_emerg.png: 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-------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!236 &1 4 | ClusterInputManager: 5 | m_ObjectHideFlags: 0 6 | m_Inputs: [] 7 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/rndtrash/kubsu-carx-hackaton-2022/master/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf -------------------------------------------------------------------------------- /Assets/Prefabs/WP.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d8139e0e173475e28eedd77af7d9705 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scenes/Story.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2927768fccadde483bdf0dc3712c558b 3 | DefaultImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Scripts/Minigame.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class Minigame : MonoBehaviour 6 | { 7 | public IEvent CallingEvent; 8 | } 9 | -------------------------------------------------------------------------------- /ProjectSettings/PresetManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!1386491679 &1 4 | PresetManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_DefaultPresets: {} 8 | -------------------------------------------------------------------------------- /Assets/Prefabs/Call Icon.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 0d8b7c7a886285c4f8dfa830af66d04f 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Prefabs/DoorBash.prefab.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: f68c9ddbd54253b1498caf32787af1dd 3 | PrefabImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Prefabs/Event.prefab.meta: 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-------------------------------------------------------------------------------- /ProjectSettings/XRSettings.asset: -------------------------------------------------------------------------------- 1 | { 2 | "m_SettingKeys": [ 3 | "VR Device Disabled", 4 | "VR Device User Alert" 5 | ], 6 | "m_SettingValues": [ 7 | "False", 8 | "False" 9 | ] 10 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Documentation.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8e7e8f5a82a3a134e91c54efd2274ea9 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 381dcb09d5029d14897e55f98031fca5 3 | TextScriptImporter: 4 | externalObjects: {} 5 | userData: 6 | assetBundleName: 7 | assetBundleVariant: 8 | -------------------------------------------------------------------------------- /Assets/Adaptive Performance/Provider.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e111b0bbd4adb90dfb5e187cf1e3b7fd 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Adaptive Performance/Settings.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 5d18d205aef236da6a0713c62eeee4a7 3 | folderAsset: yes 4 | DefaultImporter: 5 | externalObjects: {} 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Scripts/Events/IEvent.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public interface IEvent 4 | { 5 | public bool IsEmergent(); 6 | public bool StartEvent(GameObject eventPoint); 7 | public void Clicked(); 8 | public void Update(); 9 | } -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt: -------------------------------------------------------------------------------- 1 | This sample of beautiful emojis are provided by EmojiOne https://www.emojione.com/ 2 | 3 | Please visit their website to view the complete set of their emojis and review their licensing terms. -------------------------------------------------------------------------------- /Assets/Editor/com.unity.mobile.notifications.meta: 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licenseType: Pro 5 | TextScriptImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /.idea/.idea.hahaton/.idea/indexLayout.xml: -------------------------------------------------------------------------------- 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | -------------------------------------------------------------------------------- /Assets/Fonts/OpenSans-BoldItalic SDF.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9c9f57e971468fb358c2d4853ca4d391 3 | NativeFormatImporter: 4 | externalObjects: {} 5 | mainObjectFileID: 11400000 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/Fonts/OpenSans-Regular SDF.asset.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 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-------------------------------------------------------------------------------- /.idea/.idea.hahaton/.idea/.gitignore: -------------------------------------------------------------------------------- 1 | # Default ignored files 2 | /shelf/ 3 | /workspace.xml 4 | # Rider ignored files 5 | /contentModel.xml 6 | /projectSettingsUpdater.xml 7 | /.idea.hahaton.iml 8 | /modules.xml 9 | # Editor-based HTTP Client requests 10 | /httpRequests/ 11 | # Datasource local storage ignored files 12 | /dataSources/ 13 | /dataSources.local.xml 14 | -------------------------------------------------------------------------------- /ProjectSettings/VFXManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!937362698 &1 4 | VFXManager: 5 | m_ObjectHideFlags: 0 6 | m_IndirectShader: {fileID: 0} 7 | m_CopyBufferShader: {fileID: 0} 8 | m_SortShader: {fileID: 0} 9 | m_StripUpdateShader: {fileID: 0} 10 | m_RenderPipeSettingsPath: 11 | m_FixedTimeStep: 0.016666668 12 | m_MaxDeltaTime: 0.05 13 | -------------------------------------------------------------------------------- /Assets/Scripts/KnockOut.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class KnockOut : MonoBehaviour 6 | { 7 | // Start is called before the first frame update 8 | void Start() 9 | { 10 | 11 | } 12 | 13 | // Update is called once per frame 14 | void Update() 15 | { 16 | 17 | } 18 | } 19 | -------------------------------------------------------------------------------- /ProjectSettings/BurstAotSettings_StandaloneLinux64.json: -------------------------------------------------------------------------------- 1 | { 2 | "MonoBehaviour": { 3 | "Version": 4, 4 | "EnableBurstCompilation": true, 5 | "EnableOptimisations": true, 6 | "EnableSafetyChecks": false, 7 | "EnableDebugInAllBuilds": false, 8 | "CpuMinTargetX32": 0, 9 | "CpuMaxTargetX32": 0, 10 | "CpuMinTargetX64": 0, 11 | "CpuMaxTargetX64": 0, 12 | "CpuTargetsX64": 72, 13 | "OptimizeFor": 0 14 | } 15 | } 16 | -------------------------------------------------------------------------------- /ProjectSettings/AudioManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!11 &1 4 | AudioManager: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 2 7 | m_Volume: 1 8 | Rolloff Scale: 1 9 | Doppler Factor: 1 10 | Default Speaker Mode: 2 11 | m_SampleRate: 0 12 | m_DSPBufferSize: 1024 13 | m_VirtualVoiceCount: 512 14 | m_RealVoiceCount: 32 15 | m_SpatializerPlugin: 16 | m_AmbisonicDecoderPlugin: 17 | m_DisableAudio: 0 18 | m_VirtualizeEffects: 1 19 | m_RequestedDSPBufferSize: 0 20 | -------------------------------------------------------------------------------- /Assets/Adaptive Performance/Provider/Simulator Provider Loader.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!114 &11400000 4 | MonoBehaviour: 5 | m_ObjectHideFlags: 2 6 | m_CorrespondingSourceObject: {fileID: 0} 7 | m_PrefabInstance: {fileID: 0} 8 | m_PrefabAsset: {fileID: 0} 9 | m_GameObject: {fileID: 0} 10 | m_Enabled: 1 11 | m_EditorHideFlags: 0 12 | m_Script: {fileID: 11500000, guid: 921854900f2214d7ab9b1e95d17dbb2b, type: 3} 13 | m_Name: Simulator Provider Loader 14 | m_EditorClassIdentifier: 15 | -------------------------------------------------------------------------------- /Assets/Scripts/CorkManager.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | using UnityEngine.SceneManagement; 5 | 6 | public class CorkManager : MonoBehaviour 7 | { 8 | public GameObject Wristwatch = null; 9 | 10 | void Start() 11 | { 12 | if (PoliceManager.FoundWristwatch && Wristwatch != null) 13 | Wristwatch.SetActive(true); 14 | } 15 | 16 | public void NextShift() 17 | { 18 | SceneManager.LoadScene("SampleScene"); 19 | } 20 | } 21 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: e3265ab4bf004d28a9537516768c1c75 3 | timeCreated: 1484171297 4 | licenseType: Pro 5 | TrueTypeFontImporter: 6 | serializedVersion: 2 7 | fontSize: 16 8 | forceTextureCase: -2 9 | characterSpacing: 1 10 | characterPadding: 0 11 | includeFontData: 1 12 | use2xBehaviour: 0 13 | fontNames: [] 14 | fallbackFontReferences: [] 15 | customCharacters: 16 | fontRenderingMode: 0 17 | userData: 18 | assetBundleName: 19 | assetBundleVariant: 20 | -------------------------------------------------------------------------------- /Assets/Scripts/MiniGames/DoorBash.cs: -------------------------------------------------------------------------------- 1 | using System.Collections; 2 | using System.Collections.Generic; 3 | using UnityEngine; 4 | 5 | public class DoorBash : MonoBehaviour 6 | { 7 | public AnimateUI GuyAnimator; 8 | 9 | private Minigame _minigame; 10 | 11 | // Start is called before the first frame update 12 | void Start() 13 | { 14 | _minigame = GetComponent(); 15 | GuyAnimator.SetAnimation(0); 16 | } 17 | 18 | // Update is called once per frame 19 | void Update() 20 | { 21 | 22 | } 23 | } 24 | -------------------------------------------------------------------------------- /Assets/Sounds/door_squeak.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 307b8655ddcbb7c848929719ee0d3e86 3 | AudioImporter: 4 | externalObjects: {} 5 | serializedVersion: 6 6 | defaultSettings: 7 | loadType: 1 8 | sampleRateSetting: 0 9 | sampleRateOverride: 44100 10 | compressionFormat: 1 11 | quality: 1 12 | conversionMode: 0 13 | platformSettingOverrides: {} 14 | forceToMono: 0 15 | normalize: 1 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | ambisonic: 0 19 | 3D: 1 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /Assets/Sounds/knocking.ogg.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e1b038e1bf5474bbb3acdae383f6d34 3 | AudioImporter: 4 | externalObjects: {} 5 | serializedVersion: 6 6 | defaultSettings: 7 | loadType: 1 8 | sampleRateSetting: 0 9 | sampleRateOverride: 44100 10 | compressionFormat: 1 11 | quality: 1 12 | conversionMode: 0 13 | platformSettingOverrides: {} 14 | forceToMono: 0 15 | normalize: 1 16 | preloadAudioData: 1 17 | loadInBackground: 0 18 | ambisonic: 0 19 | 3D: 1 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /Assets/Fonts/OpenSans-Regular.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 2a49ae59ebb4fdbc08780df291ba130b 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontNames: 12 | - Open Sans 13 | fallbackFontReferences: [] 14 | customCharacters: 15 | fontRenderingMode: 0 16 | ascentCalculationMode: 1 17 | useLegacyBoundsCalculation: 0 18 | shouldRoundAdvanceValue: 1 19 | userData: 20 | assetBundleName: 21 | assetBundleVariant: 22 | -------------------------------------------------------------------------------- /Assets/Scripts/Events/StoryEvent.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | using UnityEngine.SceneManagement; 3 | 4 | public class StoryEvent : IEvent 5 | { 6 | private static bool _hasEvent = false; 7 | public bool IsEmergent() => true; 8 | 9 | public bool StartEvent(GameObject eventPoint) 10 | { 11 | if (_hasEvent) 12 | return false; 13 | 14 | _hasEvent = true; 15 | return true; 16 | } 17 | 18 | public void Clicked() 19 | { 20 | SceneManager.LoadScene("Story"); 21 | } 22 | 23 | public void Update() 24 | { 25 | } 26 | } 27 | -------------------------------------------------------------------------------- /ProjectSettings/TagManager.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!78 &1 4 | TagManager: 5 | serializedVersion: 2 6 | tags: [] 7 | layers: 8 | - Default 9 | - TransparentFX 10 | - Ignore Raycast 11 | - 12 | - Water 13 | - UI 14 | - 15 | - 16 | - 17 | - 18 | - 19 | - 20 | - 21 | - 22 | - 23 | - 24 | - 25 | - 26 | - 27 | - 28 | - 29 | - 30 | - 31 | - 32 | - 33 | - 34 | - 35 | - 36 | - 37 | - 38 | - 39 | - 40 | m_SortingLayers: 41 | - name: Default 42 | uniqueID: 0 43 | locked: 0 44 | -------------------------------------------------------------------------------- /Assets/Fonts/OpenSans-BoldItalic.ttf.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1b7f7ba970e9b928bb6ead33477f5c0b 3 | TrueTypeFontImporter: 4 | externalObjects: {} 5 | serializedVersion: 4 6 | fontSize: 16 7 | forceTextureCase: -2 8 | characterSpacing: 0 9 | characterPadding: 1 10 | includeFontData: 1 11 | fontNames: 12 | - Open Sans 13 | fallbackFontReferences: 14 | - {fileID: 12800000, guid: 2a49ae59ebb4fdbc08780df291ba130b, type: 3} 15 | customCharacters: 16 | fontRenderingMode: 0 17 | ascentCalculationMode: 1 18 | useLegacyBoundsCalculation: 0 19 | shouldRoundAdvanceValue: 1 20 | userData: 21 | assetBundleName: 22 | assetBundleVariant: 23 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # kubsu-carx-hackaton-2022 2 | 3 | My team's entry for the CarX Technologies Hackathon 2022. Took the second place! :tada: 4 | 5 | Made with Unity 2022. 6 | 7 | ## The team 8 | 9 | **Quaternion**: 10 | 11 | 1. Ivan Kuzmenko - [@rndtrash](https://github.com/rndtrash) - leader, programmer 12 | 2. Evgeniy Tataryan - [@keisei1305](https://github.com/keisei1305) - programmer 13 | 3. Anastasiya Frolova - [https://vk.com/club170195832](https://vk.com/club170195832) - artist 14 | 4. Alexander Gontarev - [YARO (2.5k+ HOURS IN DOTA!)](https://steamcommunity.com/id/qshortcut/) - artist 15 | 16 | The work everyone did was roughly equal, so I see no point in noting who made what :) 17 | -------------------------------------------------------------------------------- /Assets/Scripts/Events/InvadeEvent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | public class InvadeEvent : IEvent 5 | { 6 | public bool IsEmergent() => false; 7 | 8 | private DateTime _timer; 9 | private GameObject _eventPoint; 10 | 11 | public bool StartEvent(GameObject eventPoint) 12 | { 13 | _eventPoint = eventPoint; 14 | _timer = DateTime.UtcNow; 15 | return true; 16 | } 17 | 18 | public void Clicked() 19 | { 20 | 21 | } 22 | 23 | public void Update() 24 | { 25 | if ((DateTime.UtcNow - _timer).TotalSeconds >= 30f) 26 | { 27 | var ep = _eventPoint.GetComponent(); 28 | ep.StopEvent(); 29 | } 30 | } 31 | } -------------------------------------------------------------------------------- /Assets/Scripts/Events/ChaseEvent.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using UnityEngine; 3 | 4 | public class ChaseEvent : IEvent 5 | { 6 | public bool IsEmergent() => false; 7 | 8 | private DateTime _timer; 9 | private GameObject _eventPoint; 10 | 11 | public bool StartEvent(GameObject eventPoint) 12 | { 13 | _eventPoint = eventPoint; 14 | _timer = DateTime.UtcNow; 15 | return true; 16 | } 17 | 18 | public void Clicked() 19 | { 20 | PoliceManager.Instance.StartMinigame(0, this); 21 | } 22 | 23 | public void Update() 24 | { 25 | if ((DateTime.UtcNow - _timer).TotalSeconds >= 20f) 26 | { 27 | var ep = _eventPoint.GetComponent(); 28 | ep.StopEvent(); 29 | } 30 | } 31 | } 32 | -------------------------------------------------------------------------------- /ProjectSettings/EditorBuildSettings.asset: 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-------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | public class ConstantMove : MonoBehaviour 4 | { 5 | public GameObject Follow; 6 | public float TargetZ = -90; 7 | 8 | private RectTransform _transform; 9 | private RectTransform _followT; 10 | 11 | private void Start() 12 | { 13 | _transform = GetComponent(); 14 | 15 | GetTransform(); 16 | } 17 | 18 | public void SetFollow(GameObject follow) 19 | { 20 | Follow = follow; 21 | GetTransform(); 22 | } 23 | 24 | private void GetTransform() 25 | { 26 | _followT = Follow.GetComponent(); 27 | } 28 | 29 | void Update() 30 | { 31 | _transform.eulerAngles = new Vector3(_transform.eulerAngles.x, _transform.eulerAngles.y, TargetZ); 32 | if (Follow is not null) 33 | _transform.anchoredPosition = Vector2.Lerp(_transform.anchoredPosition, _followT.anchoredPosition, Time.deltaTime); 34 | } 35 | } 36 | -------------------------------------------------------------------------------- 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useConsistencySorting: 0 26 | m_InterpolationPosesPerJob: 100 27 | m_NewContactsPerJob: 30 28 | m_CollideContactsPerJob: 100 29 | m_ClearFlagsPerJob: 200 30 | m_ClearBodyForcesPerJob: 200 31 | m_SyncDiscreteFixturesPerJob: 50 32 | m_SyncContinuousFixturesPerJob: 50 33 | m_FindNearestContactsPerJob: 100 34 | m_UpdateTriggerContactsPerJob: 100 35 | m_IslandSolverCostThreshold: 100 36 | m_IslandSolverBodyCostScale: 1 37 | m_IslandSolverContactCostScale: 10 38 | m_IslandSolverJointCostScale: 10 39 | m_IslandSolverBodiesPerJob: 50 40 | m_IslandSolverContactsPerJob: 50 41 | m_SimulationMode: 0 42 | m_QueriesHitTriggers: 1 43 | m_QueriesStartInColliders: 1 44 | m_CallbacksOnDisable: 1 45 | m_ReuseCollisionCallbacks: 1 46 | m_AutoSyncTransforms: 0 47 | m_AlwaysShowColliders: 0 48 | m_ShowColliderSleep: 1 49 | m_ShowColliderContacts: 0 50 | m_ShowColliderAABB: 0 51 | m_ContactArrowScale: 0.2 52 | m_ColliderAwakeColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.7529412} 53 | m_ColliderAsleepColor: {r: 0.5686275, g: 0.95686275, b: 0.54509807, a: 0.36078432} 54 | m_ColliderContactColor: {r: 1, g: 0, b: 1, a: 0.6862745} 55 | m_ColliderAABBColor: {r: 1, g: 1, b: 0, a: 0.2509804} 56 | m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff 57 | -------------------------------------------------------------------------------- /Assets/Scripts/Waypoint.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections.Generic; 3 | using System.Linq; 4 | using Unity.VisualScripting; 5 | using UnityEngine; 6 | 7 | public class Waypoint : MonoBehaviour 8 | { 9 | public GameObject[] Connections; 10 | 11 | private Waypoint[] _waypoints; 12 | private float[] _weights; 13 | 14 | private Transform t; 15 | 16 | private void Start() 17 | { 18 | if (Connections.Length == 0) 19 | throw new Exception("У этой точки нет соединений!"); 20 | 21 | t = GetComponent(); 22 | 23 | _waypoints = new Waypoint[Connections.Length]; 24 | _weights = new float[Connections.Length]; 25 | for (var i = 0; i < Connections.Length; i++) 26 | { 27 | var go = Connections[i]; 28 | var goT = go.GetComponent(); 29 | 30 | var weight = Vector3.Distance(t.position, goT.position); 31 | _weights[i] = weight; 32 | 33 | _waypoints[i] = go.GetComponent(); 34 | } 35 | } 36 | 37 | public GameObject[] Navigate(GameObject destination) 38 | { 39 | return PrivateNavigate(destination, new GameObject[]{}); 40 | } 41 | 42 | public bool IsNear(GameObject point) 43 | { 44 | return Connections.Contains(point); 45 | } 46 | 47 | private GameObject[] PrivateNavigate(GameObject destination, GameObject[] visited) 48 | { 49 | if (destination == this.GameObject()) 50 | return visited; 51 | 52 | var visitedH = new HashSet(visited); 53 | if (visitedH.Contains(this.GameObject())) 54 | return visited; 55 | 56 | visitedH.Add(this.GameObject()); 57 | 58 | GameObject[] min = null; 59 | for (var i = 0; i < Connections.Length; i++) 60 | { 61 | if (visitedH.Contains(Connections[i])) 62 | continue; 63 | 64 | var result = _waypoints[i].PrivateNavigate(destination, visitedH.ToArray()); 65 | if (min is null || result.Length < min.Length) 66 | min = result; 67 | } 68 | 69 | return min; 70 | } 71 | 72 | private void OnMouseDown() 73 | { 74 | var p = GameObject.FindWithTag("Player"); 75 | var pl = p.GetComponent(); 76 | pl.StartMovement(this.GameObject()); 77 | } 78 | } 79 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro.cginc: -------------------------------------------------------------------------------- 1 | float2 UnpackUV(float uv) 2 | { 3 | float2 output; 4 | output.x = floor(uv / 4096); 5 | output.y = uv - 4096 * output.x; 6 | 7 | return output * 0.001953125; 8 | } 9 | 10 | fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) 11 | { 12 | half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); 13 | half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); 14 | 15 | faceColor.rgb *= faceColor.a; 16 | outlineColor.rgb *= outlineColor.a; 17 | 18 | faceColor = lerp(faceColor, outlineColor, outlineAlpha); 19 | 20 | faceColor *= faceAlpha; 21 | 22 | return faceColor; 23 | } 24 | 25 | float3 GetSurfaceNormal(float4 h, float bias) 26 | { 27 | bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); 28 | 29 | h += bias+_BevelOffset; 30 | 31 | float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); 32 | 33 | // Track outline 34 | h -= .5; 35 | h /= bevelWidth; 36 | h = saturate(h+.5); 37 | 38 | if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); 39 | h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); 40 | h = min(h, 1.0-_BevelClamp); 41 | h *= _Bevel * bevelWidth * _GradientScale * -2.0; 42 | 43 | float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); 44 | float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); 45 | 46 | return cross(va, vb); 47 | } 48 | 49 | float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) 50 | { 51 | // Read "height field" 52 | float4 h = {tex2D(_MainTex, uv - delta.xz).a, 53 | tex2D(_MainTex, uv + delta.xz).a, 54 | tex2D(_MainTex, uv - delta.zy).a, 55 | tex2D(_MainTex, uv + delta.zy).a}; 56 | 57 | return GetSurfaceNormal(h, bias); 58 | } 59 | 60 | float3 GetSpecular(float3 n, float3 l) 61 | { 62 | float spec = pow(max(0.0, dot(n, l)), _Reflectivity); 63 | return _SpecularColor.rgb * spec * _SpecularPower; 64 | } 65 | 66 | float4 GetGlowColor(float d, float scale) 67 | { 68 | float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; 69 | float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; 70 | glow = saturate(abs(glow/(1.0 + t))); 71 | glow = 1.0-pow(glow, _GlowPower); 72 | glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel 73 | return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); 74 | } 75 | 76 | float4 BlendARGB(float4 overlying, float4 underlying) 77 | { 78 | overlying.rgb *= overlying.a; 79 | underlying.rgb *= underlying.a; 80 | float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); 81 | float alpha = underlying.a + (1-underlying.a)*overlying.a; 82 | return float4(blended, alpha); 83 | } 84 | 85 | -------------------------------------------------------------------------------- /Assets/Scripts/EventPoint.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using Unity.VisualScripting; 5 | using UnityEngine; 6 | using Object = UnityEngine.Object; 7 | using Random = UnityEngine.Random; 8 | 9 | public class EventPoint : MonoBehaviour 10 | { 11 | public Object EmergentIcon; 12 | public Object CallIcon; 13 | 14 | public IEvent[] PossibleEvents = 15 | { 16 | new StoryEvent(), 17 | new InvadeEvent(), 18 | //new ChaseEvent() 19 | }; 20 | 21 | private PoliceManager _policeManager; 22 | private IEvent _activeEvent = null; 23 | private DateTime _lastActivation; 24 | private Object _popup = null; 25 | 26 | private void Start() 27 | { 28 | _lastActivation = DateTime.UtcNow; 29 | _policeManager = GameObject.FindWithTag("PoliceManager").GetComponent(); 30 | } 31 | 32 | public void StopEvent() 33 | { 34 | Destroy(_popup); 35 | _activeEvent = null; 36 | _lastActivation = DateTime.UtcNow; 37 | _policeManager.EndEvent(); 38 | } 39 | 40 | private void Update() 41 | { 42 | if (_activeEvent is null) 43 | { 44 | if ((DateTime.UtcNow - _lastActivation).TotalSeconds <= 5f || !_policeManager.HasFreeEvents()) 45 | return; 46 | 47 | _lastActivation = DateTime.UtcNow; 48 | var activate = Random.Range(0f, 1f) > 0.1f; 49 | 50 | if (activate) 51 | { 52 | 53 | _activeEvent = PossibleEvents[Random.Range(0, PossibleEvents.Length)]; 54 | if (!_activeEvent.StartEvent(this.GameObject())) 55 | return; 56 | 57 | _policeManager.AddEvent(); 58 | 59 | _popup = Instantiate(_activeEvent.IsEmergent() ? EmergentIcon : CallIcon, transform); 60 | } 61 | } 62 | else 63 | { 64 | _activeEvent.Update(); 65 | } 66 | } 67 | 68 | private void OnMouseDown() 69 | { 70 | if (_activeEvent is not null && !_policeManager.EventInProgress) 71 | { 72 | if (Vector3.Distance(GameObject.FindWithTag("Player").GetComponent().position, 73 | transform.position) > 2f) 74 | { 75 | Debug.LogWarning("Слишком далеко, подъедь к точке!"); 76 | Debug.LogWarning($"{Vector3.Distance(GameObject.FindWithTag("Player").GetComponent().position, transform.position)}"); 77 | return; 78 | } 79 | 80 | _policeManager.EventInProgress = true; 81 | _activeEvent.Clicked(); 82 | } 83 | } 84 | } 85 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc: -------------------------------------------------------------------------------- 1 | // UI Editable properties 2 | uniform sampler2D _FaceTex; // Alpha : Signed Distance 3 | uniform float _FaceUVSpeedX; 4 | uniform float _FaceUVSpeedY; 5 | uniform fixed4 _FaceColor; // RGBA : Color + Opacity 6 | uniform float _FaceDilate; // v[ 0, 1] 7 | uniform float _OutlineSoftness; // v[ 0, 1] 8 | 9 | uniform sampler2D _OutlineTex; // RGBA : Color + Opacity 10 | uniform float _OutlineUVSpeedX; 11 | uniform float _OutlineUVSpeedY; 12 | uniform fixed4 _OutlineColor; // RGBA : Color + Opacity 13 | uniform float _OutlineWidth; // v[ 0, 1] 14 | 15 | uniform float _Bevel; // v[ 0, 1] 16 | uniform float _BevelOffset; // v[-1, 1] 17 | uniform float _BevelWidth; // v[-1, 1] 18 | uniform float _BevelClamp; // v[ 0, 1] 19 | uniform float _BevelRoundness; // v[ 0, 1] 20 | 21 | uniform sampler2D _BumpMap; // Normal map 22 | uniform float _BumpOutline; // v[ 0, 1] 23 | uniform float _BumpFace; // v[ 0, 1] 24 | 25 | uniform samplerCUBE _Cube; // Cube / sphere map 26 | uniform fixed4 _ReflectFaceColor; // RGB intensity 27 | uniform fixed4 _ReflectOutlineColor; 28 | //uniform float _EnvTiltX; // v[-1, 1] 29 | //uniform float _EnvTiltY; // v[-1, 1] 30 | uniform float3 _EnvMatrixRotation; 31 | uniform float4x4 _EnvMatrix; 32 | 33 | uniform fixed4 _SpecularColor; // RGB intensity 34 | uniform float _LightAngle; // v[ 0,Tau] 35 | uniform float _SpecularPower; // v[ 0, 1] 36 | uniform float _Reflectivity; // v[ 5, 15] 37 | uniform float _Diffuse; // v[ 0, 1] 38 | uniform float _Ambient; // v[ 0, 1] 39 | 40 | uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity 41 | uniform float _UnderlayOffsetX; // v[-1, 1] 42 | uniform float _UnderlayOffsetY; // v[-1, 1] 43 | uniform float _UnderlayDilate; // v[-1, 1] 44 | uniform float _UnderlaySoftness; // v[ 0, 1] 45 | 46 | uniform fixed4 _GlowColor; // RGBA : Color + Intesity 47 | uniform float _GlowOffset; // v[-1, 1] 48 | uniform float _GlowOuter; // v[ 0, 1] 49 | uniform float _GlowInner; // v[ 0, 1] 50 | uniform float _GlowPower; // v[ 1, 1/(1+4*4)] 51 | 52 | // API Editable properties 53 | uniform float _ShaderFlags; 54 | uniform float _WeightNormal; 55 | uniform float _WeightBold; 56 | 57 | uniform float _ScaleRatioA; 58 | uniform float _ScaleRatioB; 59 | uniform float _ScaleRatioC; 60 | 61 | uniform float _VertexOffsetX; 62 | uniform float _VertexOffsetY; 63 | 64 | //uniform float _UseClipRect; 65 | uniform float _MaskID; 66 | uniform sampler2D _MaskTex; 67 | uniform float4 _MaskCoord; 68 | uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) 69 | //uniform float _MaskWipeControl; 70 | //uniform float _MaskEdgeSoftness; 71 | //uniform fixed4 _MaskEdgeColor; 72 | //uniform bool _MaskInverse; 73 | 74 | uniform float _MaskSoftnessX; 75 | uniform float _MaskSoftnessY; 76 | 77 | // Font Atlas properties 78 | uniform sampler2D _MainTex; 79 | uniform float _TextureWidth; 80 | uniform float _TextureHeight; 81 | uniform float _GradientScale; 82 | uniform float _ScaleX; 83 | uniform float _ScaleY; 84 | uniform float _PerspectiveFilter; 85 | uniform float _Sharpness; 86 | -------------------------------------------------------------------------------- /Assets/Scripts/Player.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using UnityEngine; 5 | 6 | public class Player : MonoBehaviour 7 | { 8 | public float Speed = 0.5f; 9 | 10 | public GameObject PlayerStart; 11 | 12 | public GameObject WaypointStart 13 | { 14 | get => _waypointStart; 15 | set 16 | { 17 | _waypointStart = value; 18 | _waypointStartT = value.GetComponent(); 19 | } 20 | } 21 | public GameObject WaypointFinish 22 | { 23 | get => _waypointFinish; 24 | set 25 | { 26 | _waypointFinish = value; 27 | _waypointFinishT = value.GetComponent(); 28 | } 29 | } 30 | 31 | private DateTime _start; 32 | private float _timeToReach; 33 | // private Queue Path; 34 | 35 | private GameObject _waypointStart; 36 | private GameObject _waypointFinish; 37 | 38 | private Transform _transform; 39 | private Transform _waypointStartT; 40 | private Transform _waypointFinishT; 41 | 42 | private void Start() 43 | { 44 | _transform = GetComponent(); 45 | // Path = new(); 46 | 47 | WaypointStart = WaypointFinish = PlayerStart; 48 | _transform.position = PlayerStart.transform.position; 49 | } 50 | 51 | // Update is called once per frame 52 | private void Update() 53 | { 54 | Navigate(); 55 | } 56 | 57 | public void StartMovement(GameObject wp) 58 | { 59 | /*var path = WaypointFinish.GetComponent().Navigate(wp); 60 | Path.Clear(); 61 | foreach (var p in path) 62 | { 63 | Path.Enqueue(p); 64 | } 65 | 66 | if (Path.Count == 0) 67 | return; 68 | 69 | if (WaypointStart == WaypointFinish) 70 | { 71 | WaypointFinish = Path.Dequeue(); 72 | }*/ 73 | if (WaypointStart != WaypointFinish) 74 | { 75 | Debug.LogWarning("Ещё не доехал!"); 76 | return; 77 | } 78 | 79 | if (!WaypointFinish.GetComponent().IsNear(wp)) 80 | { 81 | Debug.LogWarning("Точка не рядом!"); 82 | return; 83 | } 84 | 85 | WaypointFinish = wp; 86 | 87 | _start = DateTime.UtcNow; 88 | _timeToReach = Vector3.Distance(_waypointStartT.position, _waypointFinishT.position) / Speed; 89 | } 90 | 91 | private void Navigate() 92 | { 93 | if (/*Path.Count == 0 || */WaypointStart == WaypointFinish || _timeToReach == 0) 94 | return; 95 | 96 | var difference = (float) (DateTime.UtcNow - _start).TotalSeconds; 97 | 98 | if (difference >= _timeToReach) 99 | { 100 | //var next = Path.Dequeue(); 101 | WaypointStart = WaypointFinish; 102 | //WaypointFinish = next; 103 | } 104 | else 105 | { 106 | transform.position = 107 | Vector3.Lerp(_waypointStartT.position, _waypointFinishT.position, difference / _timeToReach); 108 | } 109 | } 110 | } 111 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Sprite.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Sprite" 2 | { 3 | Properties 4 | { 5 | [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} 6 | _Color ("Tint", Color) = (1,1,1,1) 7 | 8 | _StencilComp ("Stencil Comparison", Float) = 8 9 | _Stencil ("Stencil ID", Float) = 0 10 | _StencilOp ("Stencil Operation", Float) = 0 11 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 12 | _StencilReadMask ("Stencil Read Mask", Float) = 255 13 | 14 | _CullMode ("Cull Mode", Float) = 0 15 | _ColorMask ("Color Mask", Float) = 15 16 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 17 | 18 | [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 19 | } 20 | 21 | SubShader 22 | { 23 | Tags 24 | { 25 | "Queue"="Transparent" 26 | "IgnoreProjector"="True" 27 | "RenderType"="Transparent" 28 | "PreviewType"="Plane" 29 | "CanUseSpriteAtlas"="True" 30 | } 31 | 32 | Stencil 33 | { 34 | Ref [_Stencil] 35 | Comp [_StencilComp] 36 | Pass [_StencilOp] 37 | ReadMask [_StencilReadMask] 38 | WriteMask [_StencilWriteMask] 39 | } 40 | 41 | Cull [_CullMode] 42 | Lighting Off 43 | ZWrite Off 44 | ZTest [unity_GUIZTestMode] 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask [_ColorMask] 47 | 48 | Pass 49 | { 50 | Name "Default" 51 | CGPROGRAM 52 | #pragma vertex vert 53 | #pragma fragment frag 54 | #pragma target 2.0 55 | 56 | #include "UnityCG.cginc" 57 | #include "UnityUI.cginc" 58 | 59 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 60 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 61 | 62 | struct appdata_t 63 | { 64 | float4 vertex : POSITION; 65 | float4 color : COLOR; 66 | float2 texcoord : TEXCOORD0; 67 | UNITY_VERTEX_INPUT_INSTANCE_ID 68 | }; 69 | 70 | struct v2f 71 | { 72 | float4 vertex : SV_POSITION; 73 | fixed4 color : COLOR; 74 | float2 texcoord : TEXCOORD0; 75 | float4 worldPosition : TEXCOORD1; 76 | UNITY_VERTEX_OUTPUT_STEREO 77 | }; 78 | 79 | sampler2D _MainTex; 80 | fixed4 _Color; 81 | fixed4 _TextureSampleAdd; 82 | float4 _ClipRect; 83 | float4 _MainTex_ST; 84 | 85 | v2f vert(appdata_t v) 86 | { 87 | v2f OUT; 88 | UNITY_SETUP_INSTANCE_ID(v); 89 | UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); 90 | OUT.worldPosition = v.vertex; 91 | OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); 92 | 93 | OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); 94 | 95 | OUT.color = v.color * _Color; 96 | return OUT; 97 | } 98 | 99 | fixed4 frag(v2f IN) : SV_Target 100 | { 101 | half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; 102 | 103 | #ifdef UNITY_UI_CLIP_RECT 104 | color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); 105 | #endif 106 | 107 | #ifdef UNITY_UI_ALPHACLIP 108 | clip (color.a - 0.001); 109 | #endif 110 | 111 | return color; 112 | } 113 | ENDCG 114 | } 115 | } 116 | } 117 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Resources/Fonts & Materials/LiberationSans SDF - Outline.mat: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! 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-------------------------------------------------------------------------------- /Assets/Scripts/PoliceManager.cs: -------------------------------------------------------------------------------- 1 | using System; 2 | using System.Collections; 3 | using System.Collections.Generic; 4 | using TMPro; 5 | using UnityEngine; 6 | using UnityEngine.UI; 7 | using UnityEngine.PlayerLoop; 8 | using UnityEngine.SceneManagement; 9 | 10 | public class PoliceManager : MonoBehaviour 11 | { 12 | public static PoliceManager Instance; 13 | public static bool FoundWristwatch = false; 14 | 15 | public float ShiftLength = 5 * 60; // В секундах, 5 минуты 16 | 17 | public GameObject Clock; 18 | 19 | public GameObject GamePanel; 20 | public GameObject Terminal; 21 | 22 | public UnityEngine.Object[] GamePrefabs; 23 | 24 | public bool EventInProgress = false; 25 | 26 | private DateTime _shiftStart; 27 | private int _lastMinutes = 0; 28 | 29 | private TextMeshProUGUI _clockText; 30 | 31 | private bool _endingShift; 32 | 33 | private int _runningEvents = 0; 34 | 35 | private void Start() 36 | { 37 | Instance = this; 38 | 39 | _clockText = Clock.GetComponent(); 40 | 41 | StartShift(); 42 | } 43 | 44 | public void StartMinigame(int minigameIndex, IEvent callingEvent) 45 | { 46 | var game = (GameObject) Instantiate(GamePrefabs[minigameIndex], GamePanel.transform); 47 | game.GetComponent().CallingEvent = callingEvent; 48 | Terminal.SetActive(true); 49 | } 50 | 51 | public void EndMinigame() 52 | { 53 | Terminal.SetActive(false); 54 | } 55 | 56 | public void AddEvent() 57 | { 58 | _runningEvents++; 59 | } 60 | 61 | public void EndEvent() 62 | { 63 | if (_runningEvents <= 0) 64 | throw new Exception("Ивентов высвобождено больше, чем их было!"); 65 | 66 | _runningEvents--; 67 | } 68 | 69 | public bool HasFreeEvents() 70 | { 71 | return _runningEvents < 5; 72 | } 73 | 74 | public void StartShift() 75 | { 76 | _shiftStart = DateTime.UtcNow - TimeSpan.FromSeconds(ShiftLength * (5f / 24f)); 77 | _endingShift = false; 78 | } 79 | 80 | private void Update() 81 | { 82 | if (_endingShift) 83 | return; 84 | 85 | var time = (float) (DateTime.UtcNow - _shiftStart).TotalSeconds; 86 | int minutes = (int) (time / ShiftLength * (24 * 60)); 87 | 88 | if (minutes != _lastMinutes) 89 | { 90 | _lastMinutes = minutes % (24 * 60); 91 | 92 | UpdateClock(); 93 | 94 | if (minutes >= 23 * 60 + 30) // Конец смены в 23:30 95 | { 96 | _endingShift = true; 97 | Debug.LogWarning("Конец смены!"); 98 | StartCoroutine(EndShift()); 99 | return; 100 | } 101 | } 102 | } 103 | 104 | private void UpdateClock() 105 | { 106 | int mins = _lastMinutes % 60; 107 | int hours = _lastMinutes / 60; 108 | string suffix = "AM"; 109 | if (hours > 12) 110 | { 111 | hours -= 12; 112 | suffix = "PM"; 113 | } 114 | 115 | _clockText.text = $"{hours:00}:{mins:00}{suffix}"; 116 | } 117 | 118 | private IEnumerator EndShift() 119 | { 120 | yield return new WaitForSeconds(5); 121 | 122 | SceneManager.LoadScene("Corkboard"); 123 | 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("Sharpness", Range(-1,1)) = 0 38 | 39 | _VertexOffsetX ("Vertex OffsetX", float) = 0 40 | _VertexOffsetY ("Vertex OffsetY", float) = 0 41 | 42 | _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 43 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 44 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 45 | _MaskTex ("Mask Texture", 2D) = "white" {} 46 | _MaskInverse ("Inverse", float) = 0 47 | _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) 48 | _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 49 | _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 50 | 51 | _StencilComp ("Stencil Comparison", Float) = 8 52 | _Stencil ("Stencil ID", Float) = 0 53 | _StencilOp ("Stencil Operation", Float) = 0 54 | _StencilWriteMask ("Stencil Write Mask", Float) = 255 55 | _StencilReadMask ("Stencil Read Mask", Float) = 255 56 | 57 | _CullMode ("Cull Mode", Float) = 0 58 | _ColorMask ("Color Mask", Float) = 15 59 | } 60 | 61 | SubShader { 62 | Tags { 63 | "Queue"="Transparent" 64 | "IgnoreProjector"="True" 65 | "RenderType"="Transparent" 66 | } 67 | 68 | Stencil 69 | { 70 | Ref [_Stencil] 71 | Comp [_StencilComp] 72 | Pass [_StencilOp] 73 | ReadMask [_StencilReadMask] 74 | WriteMask [_StencilWriteMask] 75 | } 76 | 77 | Cull [_CullMode] 78 | ZWrite Off 79 | Lighting Off 80 | Fog { Mode Off } 81 | ZTest [unity_GUIZTestMode] 82 | Blend One OneMinusSrcAlpha 83 | ColorMask [_ColorMask] 84 | 85 | Pass { 86 | CGPROGRAM 87 | #pragma vertex VertShader 88 | #pragma fragment PixShader 89 | #pragma shader_feature __ OUTLINE_ON 90 | #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER 91 | 92 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 93 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 94 | 95 | #include "UnityCG.cginc" 96 | #include "UnityUI.cginc" 97 | #include "TMPro_Properties.cginc" 98 | 99 | #include "TMPro_Mobile.cginc" 100 | 101 | ENDCG 102 | } 103 | } 104 | 105 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 106 | } 107 | 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m_ScaleInLightmap: 1 95 | m_ReceiveGI: 1 96 | m_PreserveUVs: 0 97 | m_IgnoreNormalsForChartDetection: 0 98 | m_ImportantGI: 0 99 | m_StitchLightmapSeams: 1 100 | m_SelectedEditorRenderState: 0 101 | m_MinimumChartSize: 4 102 | m_AutoUVMaxDistance: 0.5 103 | m_AutoUVMaxAngle: 89 104 | m_LightmapParameters: {fileID: 0} 105 | m_SortingLayerID: 0 106 | m_SortingLayer: 0 107 | m_SortingOrder: 0 108 | m_Sprite: {fileID: 21300000, guid: d783196bd010b80f195fa645e26da1cd, type: 3} 109 | m_Color: {r: 1, g: 1, b: 1, a: 1} 110 | m_FlipX: 0 111 | m_FlipY: 0 112 | m_DrawMode: 0 113 | m_Size: {x: 0.32, y: 0.32} 114 | m_AdaptiveModeThreshold: 0.5 115 | m_SpriteTileMode: 0 116 | m_WasSpriteAssigned: 1 117 | m_MaskInteraction: 0 118 | m_SpriteSortPoint: 0 119 | -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # Created by https://www.toptal.com/developers/gitignore/api/unity,rider 2 | # Edit at https://www.toptal.com/developers/gitignore?templates=unity,rider 3 | 4 | ### Rider ### 5 | # Covers JetBrains IDEs: IntelliJ, RubyMine, PhpStorm, AppCode, PyCharm, CLion, Android Studio, WebStorm and Rider 6 | # Reference: https://intellij-support.jetbrains.com/hc/en-us/articles/206544839 7 | 8 | # User-specific stuff 9 | .idea/**/workspace.xml 10 | .idea/**/tasks.xml 11 | .idea/**/usage.statistics.xml 12 | .idea/**/dictionaries 13 | .idea/**/shelf 14 | 15 | # AWS User-specific 16 | .idea/**/aws.xml 17 | 18 | # Generated files 19 | .idea/**/contentModel.xml 20 | 21 | # Sensitive or high-churn files 22 | .idea/**/dataSources/ 23 | .idea/**/dataSources.ids 24 | .idea/**/dataSources.local.xml 25 | .idea/**/sqlDataSources.xml 26 | .idea/**/dynamic.xml 27 | .idea/**/uiDesigner.xml 28 | .idea/**/dbnavigator.xml 29 | 30 | # Gradle 31 | .idea/**/gradle.xml 32 | .idea/**/libraries 33 | 34 | # Gradle and Maven with auto-import 35 | # When using Gradle or Maven with auto-import, you should exclude module files, 36 | # since they will be recreated, and may cause churn. Uncomment if using 37 | # auto-import. 38 | # .idea/artifacts 39 | # .idea/compiler.xml 40 | # .idea/jarRepositories.xml 41 | # .idea/modules.xml 42 | # .idea/*.iml 43 | # .idea/modules 44 | # *.iml 45 | # *.ipr 46 | 47 | # CMake 48 | cmake-build-*/ 49 | 50 | # Mongo Explorer plugin 51 | .idea/**/mongoSettings.xml 52 | 53 | # File-based project format 54 | *.iws 55 | 56 | # IntelliJ 57 | out/ 58 | 59 | # mpeltonen/sbt-idea plugin 60 | .idea_modules/ 61 | 62 | # JIRA plugin 63 | atlassian-ide-plugin.xml 64 | 65 | # Cursive Clojure plugin 66 | .idea/replstate.xml 67 | 68 | # SonarLint plugin 69 | .idea/sonarlint/ 70 | 71 | # Crashlytics plugin (for Android Studio and IntelliJ) 72 | com_crashlytics_export_strings.xml 73 | crashlytics.properties 74 | crashlytics-build.properties 75 | fabric.properties 76 | 77 | # Editor-based Rest Client 78 | .idea/httpRequests 79 | 80 | # Android studio 3.1+ serialized cache file 81 | .idea/caches/build_file_checksums.ser 82 | 83 | ### Unity ### 84 | # This .gitignore file should be placed at the root of your Unity project directory 85 | # 86 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 87 | /[Ll]ibrary/ 88 | /[Tt]emp/ 89 | /[Oo]bj/ 90 | /[Bb]uild/ 91 | /[Bb]uilds/ 92 | /[Ll]ogs/ 93 | /[Uu]ser[Ss]ettings/ 94 | 95 | # MemoryCaptures can get excessive in size. 96 | # They also could contain extremely sensitive data 97 | /[Mm]emoryCaptures/ 98 | 99 | # Recordings can get excessive in size 100 | /[Rr]ecordings/ 101 | 102 | # Uncomment this line if you wish to ignore the asset store tools plugin 103 | # /[Aa]ssets/AssetStoreTools* 104 | 105 | # Autogenerated Jetbrains Rider plugin 106 | /[Aa]ssets/Plugins/Editor/JetBrains* 107 | 108 | # Visual Studio cache directory 109 | .vs/ 110 | 111 | # Gradle cache directory 112 | .gradle/ 113 | 114 | # Autogenerated VS/MD/Consulo solution and project files 115 | ExportedObj/ 116 | .consulo/ 117 | *.csproj 118 | *.unityproj 119 | *.sln 120 | *.suo 121 | *.tmp 122 | *.user 123 | *.userprefs 124 | *.pidb 125 | *.booproj 126 | *.svd 127 | *.pdb 128 | *.mdb 129 | *.opendb 130 | *.VC.db 131 | 132 | # Unity3D generated meta files 133 | *.pidb.meta 134 | *.pdb.meta 135 | *.mdb.meta 136 | 137 | # Unity3D generated file on crash reports 138 | sysinfo.txt 139 | 140 | # Builds 141 | *.apk 142 | *.aab 143 | *.unitypackage 144 | *.app 145 | 146 | # Crashlytics generated file 147 | 148 | # Packed Addressables 149 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 150 | 151 | # Temporary auto-generated Android Assets 152 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 153 | /[Aa]ssets/[Ss]treamingAssets/aa/* 154 | 155 | # End of https://www.toptal.com/developers/gitignore/api/unity,rider 156 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc: -------------------------------------------------------------------------------- 1 | void VertShader(inout appdata_full v, out Input data) 2 | { 3 | v.vertex.x += _VertexOffsetX; 4 | v.vertex.y += _VertexOffsetY; 5 | 6 | UNITY_INITIALIZE_OUTPUT(Input, data); 7 | 8 | float bold = step(v.texcoord1.y, 0); 9 | 10 | // Generate normal for backface 11 | float3 view = ObjSpaceViewDir(v.vertex); 12 | v.normal *= sign(dot(v.normal, view)); 13 | 14 | #if USE_DERIVATIVE 15 | data.param.y = 1; 16 | #else 17 | float4 vert = v.vertex; 18 | float4 vPosition = UnityObjectToClipPos(vert); 19 | float2 pixelSize = vPosition.w; 20 | 21 | pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); 22 | float scale = rsqrt(dot(pixelSize, pixelSize)); 23 | scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); 24 | scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); 25 | data.param.y = scale; 26 | #endif 27 | 28 | data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // 29 | 30 | v.texcoord1.xy = UnpackUV(v.texcoord1.x); 31 | data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); 32 | } 33 | 34 | void PixShader(Input input, inout SurfaceOutput o) 35 | { 36 | 37 | #if USE_DERIVATIVE 38 | float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); 39 | pixelSize *= _TextureWidth * .75; 40 | float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); 41 | #else 42 | float scale = input.param.y; 43 | #endif 44 | 45 | // Signed distance 46 | float c = tex2D(_MainTex, input.uv_MainTex).a; 47 | float sd = (.5 - c - input.param.x) * scale + .5; 48 | float outline = _OutlineWidth*_ScaleRatioA * scale; 49 | float softness = _OutlineSoftness*_ScaleRatioA * scale; 50 | 51 | // Color & Alpha 52 | float4 faceColor = _FaceColor; 53 | float4 outlineColor = _OutlineColor; 54 | faceColor *= input.color; 55 | outlineColor.a *= input.color.a; 56 | faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); 57 | outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); 58 | faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); 59 | faceColor.rgb /= max(faceColor.a, 0.0001); 60 | 61 | #if BEVEL_ON 62 | float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); 63 | 64 | float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, 65 | tex2D(_MainTex, input.uv_MainTex + delta.xz).a, 66 | tex2D(_MainTex, input.uv_MainTex - delta.zy).a, 67 | tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; 68 | 69 | // Face Normal 70 | float3 n = GetSurfaceNormal(smp4x, input.param.x); 71 | 72 | // Bumpmap 73 | float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; 74 | bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); 75 | bump = lerp(float3(0, 0, 1), bump, faceColor.a); 76 | n = normalize(n - bump); 77 | 78 | // Cubemap reflection 79 | fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); 80 | float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; 81 | #else 82 | float3 n = float3(0, 0, -1); 83 | float3 emission = float3(0, 0, 0); 84 | #endif 85 | 86 | #if GLOW_ON 87 | float4 glowColor = GetGlowColor(sd, scale); 88 | glowColor.a *= input.color.a; 89 | emission += glowColor.rgb*glowColor.a; 90 | faceColor = BlendARGB(glowColor, faceColor); 91 | faceColor.rgb /= max(faceColor.a, 0.0001); 92 | #endif 93 | 94 | // Set Standard output structure 95 | o.Albedo = faceColor.rgb; 96 | o.Normal = -n; 97 | o.Emission = emission; 98 | o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); 99 | o.Gloss = 1; 100 | o.Alpha = faceColor.a; 101 | } 102 | -------------------------------------------------------------------------------- /ProjectSettings/GraphicsSettings.asset: -------------------------------------------------------------------------------- 1 | %YAML 1.1 2 | %TAG !u! tag:unity3d.com,2011: 3 | --- !u!30 &1 4 | GraphicsSettings: 5 | m_ObjectHideFlags: 0 6 | serializedVersion: 13 7 | m_Deferred: 8 | m_Mode: 1 9 | m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} 10 | m_DeferredReflections: 11 | m_Mode: 1 12 | m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} 13 | m_ScreenSpaceShadows: 14 | m_Mode: 1 15 | m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} 16 | m_LegacyDeferred: 17 | m_Mode: 1 18 | m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} 19 | m_DepthNormals: 20 | m_Mode: 1 21 | m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} 22 | m_MotionVectors: 23 | m_Mode: 1 24 | m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} 25 | m_LightHalo: 26 | m_Mode: 1 27 | m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} 28 | m_LensFlare: 29 | m_Mode: 1 30 | m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} 31 | m_VideoShadersIncludeMode: 2 32 | m_AlwaysIncludedShaders: 33 | - 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4096 * output.x; 89 | 90 | return output * 0.001953125; 91 | } 92 | 93 | v2f vert (appdata_t v) 94 | { 95 | float4 vert = v.vertex; 96 | vert.x += _VertexOffsetX; 97 | vert.y += _VertexOffsetY; 98 | 99 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 100 | 101 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 102 | 103 | fixed4 faceColor = v.color; 104 | faceColor *= _FaceColor; 105 | 106 | v2f OUT; 107 | OUT.vertex = vPosition; 108 | OUT.color = faceColor; 109 | OUT.texcoord0 = v.texcoord0; 110 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 111 | float2 pixelSize = vPosition.w; 112 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 113 | 114 | // Clamp _ClipRect to 16bit. 115 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 116 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 117 | 118 | return OUT; 119 | } 120 | 121 | fixed4 frag (v2f IN) : SV_Target 122 | { 123 | fixed4 color = tex2D(_MainTex, IN.texcoord0); 124 | color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader: -------------------------------------------------------------------------------- 1 | // Simplified version of the SDF Surface shader : 2 | // - No support for Bevel, Bump or envmap 3 | // - Diffuse only lighting 4 | // - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. 5 | 6 | Shader "TextMeshPro/Mobile/Distance Field (Surface)" { 7 | 8 | Properties { 9 | _FaceTex ("Fill Texture", 2D) = "white" {} 10 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 11 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 12 | 13 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 14 | _OutlineTex ("Outline Texture", 2D) = "white" {} 15 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 16 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 17 | 18 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 19 | _GlowOffset ("Offset", Range(-1,1)) = 0 20 | _GlowInner ("Inner", Range(0,1)) = 0.05 21 | _GlowOuter ("Outer", Range(0,1)) = 0.05 22 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 23 | 24 | _WeightNormal ("Weight Normal", float) = 0 25 | _WeightBold ("Weight Bold", float) = 0.5 26 | 27 | // Should not be directly exposed to the user 28 | _ShaderFlags ("Flags", float) = 0 29 | _ScaleRatioA ("Scale RatioA", float) = 1 30 | _ScaleRatioB ("Scale RatioB", float) = 1 31 | _ScaleRatioC ("Scale RatioC", float) = 1 32 | 33 | _MainTex ("Font Atlas", 2D) = "white" {} 34 | _TextureWidth ("Texture Width", float) = 512 35 | _TextureHeight ("Texture Height", float) = 512 36 | _GradientScale ("Gradient Scale", float) = 5.0 37 | _ScaleX ("Scale X", float) = 1.0 38 | _ScaleY ("Scale Y", float) = 1.0 39 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 40 | _Sharpness ("Sharpness", Range(-1,1)) = 0 41 | 42 | _VertexOffsetX ("Vertex OffsetX", float) = 0 43 | _VertexOffsetY ("Vertex OffsetY", float) = 0 44 | 45 | _CullMode ("Cull Mode", Float) = 0 46 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 47 | //_MaskSoftness ("Mask Softness", float) = 0 48 | } 49 | 50 | SubShader { 51 | 52 | Tags { 53 | "Queue"="Transparent" 54 | "IgnoreProjector"="True" 55 | "RenderType"="Transparent" 56 | } 57 | 58 | LOD 300 59 | Cull [_CullMode] 60 | 61 | CGPROGRAM 62 | #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap 63 | #pragma target 3.0 64 | #pragma shader_feature __ GLOW_ON 65 | 66 | #include "TMPro_Properties.cginc" 67 | #include "TMPro.cginc" 68 | 69 | half _FaceShininess; 70 | half _OutlineShininess; 71 | 72 | struct Input 73 | { 74 | fixed4 color : COLOR; 75 | float2 uv_MainTex; 76 | float2 uv2_FaceTex; 77 | float2 uv2_OutlineTex; 78 | float2 param; // Weight, Scale 79 | float3 viewDirEnv; 80 | }; 81 | 82 | #include "TMPro_Surface.cginc" 83 | 84 | ENDCG 85 | 86 | // Pass to render object as a shadow caster 87 | Pass 88 | { 89 | Name "Caster" 90 | Tags { "LightMode" = "ShadowCaster" } 91 | Offset 1, 1 92 | 93 | Fog {Mode Off} 94 | ZWrite On ZTest LEqual Cull Off 95 | 96 | CGPROGRAM 97 | #pragma vertex vert 98 | #pragma fragment frag 99 | #pragma multi_compile_shadowcaster 100 | #include "UnityCG.cginc" 101 | 102 | struct v2f { 103 | V2F_SHADOW_CASTER; 104 | float2 uv : TEXCOORD1; 105 | float2 uv2 : TEXCOORD3; 106 | float alphaClip : TEXCOORD2; 107 | }; 108 | 109 | uniform float4 _MainTex_ST; 110 | uniform float4 _OutlineTex_ST; 111 | float _OutlineWidth; 112 | float _FaceDilate; 113 | float _ScaleRatioA; 114 | 115 | v2f vert( appdata_base v ) 116 | { 117 | v2f o; 118 | TRANSFER_SHADOW_CASTER(o) 119 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 120 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 121 | o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 122 | return o; 123 | } 124 | 125 | uniform sampler2D _MainTex; 126 | 127 | float4 frag(v2f i) : COLOR 128 | { 129 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 130 | clip(texcol.a - i.alphaClip); 131 | SHADOW_CASTER_FRAGMENT(i) 132 | } 133 | ENDCG 134 | } 135 | } 136 | 137 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 138 | } 139 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Bitmap Custom Atlas" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | _FaceTex ("Font Texture", 2D) = "white" {} 6 | [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) 7 | 8 | _VertexOffsetX ("Vertex OffsetX", float) = 0 9 | _VertexOffsetY ("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX ("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY ("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | _Padding ("Padding", float) = 0 15 | 16 | _StencilComp("Stencil Comparison", Float) = 8 17 | _Stencil("Stencil ID", Float) = 0 18 | _StencilOp("Stencil Operation", Float) = 0 19 | _StencilWriteMask("Stencil Write Mask", Float) = 255 20 | _StencilReadMask("Stencil Read Mask", Float) = 255 21 | 22 | _CullMode("Cull Mode", Float) = 0 23 | _ColorMask("Color Mask", Float) = 15 24 | } 25 | 26 | SubShader{ 27 | 28 | Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } 29 | 30 | Stencil 31 | { 32 | Ref[_Stencil] 33 | Comp[_StencilComp] 34 | Pass[_StencilOp] 35 | ReadMask[_StencilReadMask] 36 | WriteMask[_StencilWriteMask] 37 | } 38 | 39 | 40 | Lighting Off 41 | Cull [_CullMode] 42 | ZTest [unity_GUIZTestMode] 43 | ZWrite Off 44 | Fog { Mode Off } 45 | Blend SrcAlpha OneMinusSrcAlpha 46 | ColorMask[_ColorMask] 47 | 48 | Pass { 49 | CGPROGRAM 50 | #pragma vertex vert 51 | #pragma fragment frag 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : SV_POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float2 texcoord1 : TEXCOORD1; 71 | float4 mask : TEXCOORD2; 72 | }; 73 | 74 | uniform sampler2D _MainTex; 75 | uniform sampler2D _FaceTex; 76 | uniform float4 _FaceTex_ST; 77 | uniform fixed4 _FaceColor; 78 | 79 | uniform float _VertexOffsetX; 80 | uniform float _VertexOffsetY; 81 | uniform float4 _ClipRect; 82 | uniform float _MaskSoftnessX; 83 | uniform float _MaskSoftnessY; 84 | 85 | float2 UnpackUV(float uv) 86 | { 87 | float2 output; 88 | output.x = floor(uv / 4096); 89 | output.y = uv - 4096 * output.x; 90 | 91 | return output * 0.001953125; 92 | } 93 | 94 | v2f vert (appdata_t v) 95 | { 96 | float4 vert = v.vertex; 97 | vert.x += _VertexOffsetX; 98 | vert.y += _VertexOffsetY; 99 | 100 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 101 | 102 | float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); 103 | 104 | fixed4 faceColor = v.color; 105 | faceColor *= _FaceColor; 106 | 107 | v2f OUT; 108 | OUT.vertex = vPosition; 109 | OUT.color = faceColor; 110 | OUT.texcoord0 = v.texcoord0; 111 | OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); 112 | float2 pixelSize = vPosition.w; 113 | pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 114 | 115 | // Clamp _ClipRect to 16bit. 116 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 117 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 118 | 119 | return OUT; 120 | } 121 | 122 | fixed4 frag (v2f IN) : SV_Target 123 | { 124 | fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; 125 | 126 | // Alternative implementation to UnityGet2DClipping with support for softness. 127 | #if UNITY_UI_CLIP_RECT 128 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 129 | color *= m.x * m.y; 130 | #endif 131 | 132 | #if UNITY_UI_ALPHACLIP 133 | clip(color.a - 0.001); 134 | #endif 135 | 136 | return color; 137 | } 138 | ENDCG 139 | } 140 | } 141 | 142 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 143 | } 144 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Mobile/Bitmap" { 2 | 3 | Properties { 4 | _MainTex ("Font Atlas", 2D) = "white" {} 5 | [HDR]_Color ("Text Color", Color) = (1,1,1,1) 6 | _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 7 | 8 | _VertexOffsetX("Vertex OffsetX", float) = 0 9 | _VertexOffsetY("Vertex OffsetY", float) = 0 10 | _MaskSoftnessX("Mask SoftnessX", float) = 0 11 | _MaskSoftnessY("Mask SoftnessY", float) = 0 12 | 13 | _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) 14 | 15 | _StencilComp("Stencil Comparison", Float) = 8 16 | _Stencil("Stencil ID", Float) = 0 17 | _StencilOp("Stencil Operation", Float) = 0 18 | _StencilWriteMask("Stencil Write Mask", Float) = 255 19 | _StencilReadMask("Stencil Read Mask", Float) = 255 20 | 21 | _CullMode("Cull Mode", Float) = 0 22 | _ColorMask("Color Mask", Float) = 15 23 | } 24 | 25 | SubShader { 26 | 27 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 28 | 29 | Stencil 30 | { 31 | Ref[_Stencil] 32 | Comp[_StencilComp] 33 | Pass[_StencilOp] 34 | ReadMask[_StencilReadMask] 35 | WriteMask[_StencilWriteMask] 36 | } 37 | 38 | 39 | Lighting Off 40 | Cull [_CullMode] 41 | ZTest [unity_GUIZTestMode] 42 | ZWrite Off 43 | Fog { Mode Off } 44 | Blend SrcAlpha OneMinusSrcAlpha 45 | ColorMask[_ColorMask] 46 | 47 | Pass { 48 | CGPROGRAM 49 | #pragma vertex vert 50 | #pragma fragment frag 51 | #pragma fragmentoption ARB_precision_hint_fastest 52 | 53 | #pragma multi_compile __ UNITY_UI_CLIP_RECT 54 | #pragma multi_compile __ UNITY_UI_ALPHACLIP 55 | 56 | 57 | #include "UnityCG.cginc" 58 | 59 | struct appdata_t { 60 | float4 vertex : POSITION; 61 | fixed4 color : COLOR; 62 | float2 texcoord0 : TEXCOORD0; 63 | float2 texcoord1 : TEXCOORD1; 64 | }; 65 | 66 | struct v2f { 67 | float4 vertex : POSITION; 68 | fixed4 color : COLOR; 69 | float2 texcoord0 : TEXCOORD0; 70 | float4 mask : TEXCOORD2; 71 | }; 72 | 73 | sampler2D _MainTex; 74 | fixed4 _Color; 75 | float _DiffusePower; 76 | 77 | uniform float _VertexOffsetX; 78 | uniform float _VertexOffsetY; 79 | uniform float4 _ClipRect; 80 | uniform float _MaskSoftnessX; 81 | uniform float _MaskSoftnessY; 82 | 83 | v2f vert (appdata_t v) 84 | { 85 | v2f OUT; 86 | float4 vert = v.vertex; 87 | vert.x += _VertexOffsetX; 88 | vert.y += _VertexOffsetY; 89 | 90 | vert.xy += (vert.w * 0.5) / _ScreenParams.xy; 91 | 92 | OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); 93 | OUT.color = v.color; 94 | OUT.color *= _Color; 95 | OUT.color.rgb *= _DiffusePower; 96 | OUT.texcoord0 = v.texcoord0; 97 | 98 | float2 pixelSize = OUT.vertex.w; 99 | //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); 100 | 101 | // Clamp _ClipRect to 16bit. 102 | float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); 103 | OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); 104 | 105 | return OUT; 106 | } 107 | 108 | fixed4 frag (v2f IN) : COLOR 109 | { 110 | fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); 111 | 112 | // Alternative implementation to UnityGet2DClipping with support for softness. 113 | #if UNITY_UI_CLIP_RECT 114 | half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); 115 | color *= m.x * m.y; 116 | #endif 117 | 118 | #if UNITY_UI_ALPHACLIP 119 | clip(color.a - 0.001); 120 | #endif 121 | 122 | return color; 123 | } 124 | ENDCG 125 | } 126 | } 127 | 128 | SubShader { 129 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 130 | Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } 131 | Blend SrcAlpha OneMinusSrcAlpha 132 | BindChannels { 133 | Bind "Color", color 134 | Bind "Vertex", vertex 135 | Bind "TexCoord", texcoord0 136 | } 137 | Pass { 138 | SetTexture [_MainTex] { 139 | constantColor [_Color] combine constant * primary, constant * texture 140 | } 141 | } 142 | } 143 | 144 | CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" 145 | } 146 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt: -------------------------------------------------------------------------------- 1 | Digitized data copyright (c) 2010 Google Corporation 2 | with Reserved Font Arimo, Tinos and Cousine. 3 | Copyright (c) 2012 Red Hat, Inc. 4 | with Reserved Font Name Liberation. 5 | 6 | This Font Software is licensed under the SIL Open Font License, Version 1.1. 7 | This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL 8 | 9 | ----------------------------------------------------------- 10 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 11 | ----------------------------------------------------------- 12 | 13 | PREAMBLE 14 | The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. 15 | 16 | The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. 17 | 18 | DEFINITIONS 19 | "Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. 20 | 21 | "Reserved Font Name" refers to any names specified as such after the copyright statement(s). 22 | 23 | "Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). 24 | 25 | "Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. 26 | 27 | "Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. 28 | 29 | PERMISSION & CONDITIONS 30 | Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: 31 | 32 | 1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. 33 | 34 | 2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. 35 | 36 | 3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. 37 | 38 | 4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. 39 | 40 | 5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software. 41 | 42 | TERMINATION 43 | This license becomes null and void if any of the above conditions are not met. 44 | 45 | DISCLAIMER 46 | THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. 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"$TexturePacker:SmartUpdate:196a26a2e149d875b91ffc8fa3581e76:fc928c7e275404b7e0649307410475cb:424723c3774975ddb2053fd5c4b85f6e$" 155 | } 156 | } 157 | -------------------------------------------------------------------------------- /Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader: -------------------------------------------------------------------------------- 1 | Shader "TextMeshPro/Distance Field (Surface)" { 2 | 3 | Properties { 4 | _FaceTex ("Fill Texture", 2D) = "white" {} 5 | _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 6 | _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 7 | [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) 8 | _FaceDilate ("Face Dilate", Range(-1,1)) = 0 9 | 10 | [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) 11 | _OutlineTex ("Outline Texture", 2D) = "white" {} 12 | _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 13 | _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 14 | _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 15 | _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 16 | 17 | _Bevel ("Bevel", Range(0,1)) = 0.5 18 | _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 19 | _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 20 | _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 21 | _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 22 | 23 | _BumpMap ("Normalmap", 2D) = "bump" {} 24 | _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 25 | _BumpFace ("Bump Face", Range(0,1)) = 0.5 26 | 27 | _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) 28 | _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) 29 | _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } 30 | _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) 31 | [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) 32 | 33 | _FaceShininess ("Face Shininess", Range(0,1)) = 0 34 | _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 35 | 36 | [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) 37 | _GlowOffset ("Offset", Range(-1,1)) = 0 38 | _GlowInner ("Inner", Range(0,1)) = 0.05 39 | _GlowOuter ("Outer", Range(0,1)) = 0.05 40 | _GlowPower ("Falloff", Range(1, 0)) = 0.75 41 | 42 | _WeightNormal ("Weight Normal", float) = 0 43 | _WeightBold ("Weight Bold", float) = 0.5 44 | 45 | // Should not be directly exposed to the user 46 | _ShaderFlags ("Flags", float) = 0 47 | _ScaleRatioA ("Scale RatioA", float) = 1 48 | _ScaleRatioB ("Scale RatioB", float) = 1 49 | _ScaleRatioC ("Scale RatioC", float) = 1 50 | 51 | _MainTex ("Font Atlas", 2D) = "white" {} 52 | _TextureWidth ("Texture Width", float) = 512 53 | _TextureHeight ("Texture Height", float) = 512 54 | _GradientScale ("Gradient Scale", float) = 5.0 55 | _ScaleX ("Scale X", float) = 1.0 56 | _ScaleY ("Scale Y", float) = 1.0 57 | _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 58 | _Sharpness ("Sharpness", Range(-1,1)) = 0 59 | 60 | _VertexOffsetX ("Vertex OffsetX", float) = 0 61 | _VertexOffsetY ("Vertex OffsetY", float) = 0 62 | 63 | _CullMode ("Cull Mode", Float) = 0 64 | //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) 65 | //_MaskSoftness ("Mask Softness", float) = 0 66 | } 67 | 68 | SubShader { 69 | 70 | Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } 71 | 72 | LOD 300 73 | Cull [_CullMode] 74 | 75 | CGPROGRAM 76 | #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap 77 | #pragma target 3.0 78 | #pragma shader_feature __ GLOW_ON 79 | #pragma glsl 80 | 81 | #include "TMPro_Properties.cginc" 82 | #include "TMPro.cginc" 83 | 84 | half _FaceShininess; 85 | half _OutlineShininess; 86 | 87 | struct Input 88 | { 89 | fixed4 color : COLOR; 90 | float2 uv_MainTex; 91 | float2 uv2_FaceTex; 92 | float2 uv2_OutlineTex; 93 | float2 param; // Weight, Scale 94 | float3 viewDirEnv; 95 | }; 96 | 97 | 98 | #define BEVEL_ON 1 99 | #include "TMPro_Surface.cginc" 100 | 101 | ENDCG 102 | 103 | // Pass to render object as a shadow caster 104 | Pass 105 | { 106 | Name "Caster" 107 | Tags { "LightMode" = "ShadowCaster" } 108 | Offset 1, 1 109 | 110 | Fog {Mode Off} 111 | ZWrite On 112 | ZTest LEqual 113 | Cull Off 114 | 115 | CGPROGRAM 116 | #pragma vertex vert 117 | #pragma fragment frag 118 | #pragma multi_compile_shadowcaster 119 | #include "UnityCG.cginc" 120 | 121 | struct v2f { 122 | V2F_SHADOW_CASTER; 123 | float2 uv : TEXCOORD1; 124 | float2 uv2 : TEXCOORD3; 125 | float alphaClip : TEXCOORD2; 126 | }; 127 | 128 | uniform float4 _MainTex_ST; 129 | uniform float4 _OutlineTex_ST; 130 | float _OutlineWidth; 131 | float _FaceDilate; 132 | float _ScaleRatioA; 133 | 134 | v2f vert( appdata_base v ) 135 | { 136 | v2f o; 137 | TRANSFER_SHADOW_CASTER(o) 138 | o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); 139 | o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); 140 | o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; 141 | return o; 142 | } 143 | 144 | uniform sampler2D _MainTex; 145 | 146 | float4 frag(v2f i) : COLOR 147 | { 148 | fixed4 texcol = tex2D(_MainTex, i.uv).a; 149 | clip(texcol.a - i.alphaClip); 150 | SHADOW_CASTER_FRAGMENT(i) 151 | } 152 | ENDCG 153 | } 154 | } 155 | 156 | CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" 157 | } 158 | 159 | --------------------------------------------------------------------------------