├── Assets
├── AssetStoreTools.meta
├── AssetStoreTools
│ ├── Editor.meta
│ └── Editor
│ │ ├── AssetStoreTools.dll
│ │ ├── AssetStoreTools.dll.meta
│ │ ├── AssetStoreToolsExtra.dll
│ │ ├── AssetStoreToolsExtra.dll.meta
│ │ ├── DroidSansMono.ttf
│ │ ├── DroidSansMono.ttf.meta
│ │ ├── icon.png
│ │ └── icon.png.meta
├── Model2Sprite.meta
└── Model2Sprite
│ ├── Animations.meta
│ ├── Animations
│ ├── attack.anim
│ └── attack.anim.meta
│ ├── Controllers.meta
│ ├── Controllers
│ ├── NpcControl.controller
│ ├── NpcControl.controller.meta
│ ├── PcControl.controller
│ └── PcControl.controller.meta
│ ├── Documents.meta
│ ├── Documents
│ ├── ReadMe.txt
│ └── ReadMe.txt.meta
│ ├── Models.meta
│ ├── Models
│ ├── Materials.meta
│ ├── Materials
│ │ ├── hunter.mat
│ │ ├── hunter.mat.meta
│ │ ├── hunter.psd
│ │ ├── hunter.psd.meta
│ │ ├── hunter_comp.mat
│ │ └── hunter_comp.mat.meta
│ ├── hunter.fbx
│ └── hunter.fbx.meta
│ ├── NGUI.meta
│ ├── NGUI
│ ├── DLLs.meta
│ ├── DLLs
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ │ ├── NGUI_Editor.dll
│ │ │ └── NGUI_Editor.dll.meta
│ │ ├── NGUI.dll
│ │ └── NGUI.dll.meta
│ ├── Examples.meta
│ ├── Examples
│ │ ├── Animations.meta
│ │ ├── Animations
│ │ │ ├── Button.anim
│ │ │ ├── Button.anim.meta
│ │ │ ├── Checkmark.anim
│ │ │ ├── Checkmark.anim.meta
│ │ │ ├── Logo.anim
│ │ │ ├── Logo.anim.meta
│ │ │ ├── Window - Back.anim
│ │ │ ├── Window - Back.anim.meta
│ │ │ ├── Window - Forward.anim
│ │ │ └── Window - Forward.anim.meta
│ │ ├── Atlases.meta
│ │ ├── Atlases
│ │ │ ├── Fantasy.meta
│ │ │ ├── Fantasy
│ │ │ │ ├── Fantasy Atlas.mat
│ │ │ │ ├── Fantasy Atlas.mat.meta
│ │ │ │ ├── Fantasy Atlas.prefab
│ │ │ │ ├── Fantasy Atlas.prefab.meta
│ │ │ │ ├── Fantasy Atlas.psd
│ │ │ │ ├── Fantasy Atlas.psd.meta
│ │ │ │ ├── Fantasy Font - Normal.prefab
│ │ │ │ ├── Fantasy Font - Normal.prefab.meta
│ │ │ │ ├── Fantasy Font - Normal.txt
│ │ │ │ └── Fantasy Font - Normal.txt.meta
│ │ │ ├── Refractive.meta
│ │ │ ├── Refractive
│ │ │ │ ├── Refractive Atlas - Bump.psd
│ │ │ │ ├── Refractive Atlas - Bump.psd.meta
│ │ │ │ ├── Refractive Atlas - Masks.psd
│ │ │ │ ├── Refractive Atlas - Masks.psd.meta
│ │ │ │ ├── Refractive Atlas.mat
│ │ │ │ ├── Refractive Atlas.mat.meta
│ │ │ │ ├── Refractive Atlas.prefab
│ │ │ │ ├── Refractive Atlas.prefab.meta
│ │ │ │ ├── Refractive Atlas.psd
│ │ │ │ ├── Refractive Atlas.psd.meta
│ │ │ │ ├── Refractive Font - Header.prefab
│ │ │ │ ├── Refractive Font - Header.prefab.meta
│ │ │ │ ├── Refractive Font - Header.txt
│ │ │ │ ├── Refractive Font - Header.txt.meta
│ │ │ │ ├── Refractive Font - Normal.prefab
│ │ │ │ ├── Refractive Font - Normal.prefab.meta
│ │ │ │ ├── Refractive Font - Normal.txt
│ │ │ │ └── Refractive Font - Normal.txt.meta
│ │ │ ├── SciFi.meta
│ │ │ ├── SciFi
│ │ │ │ ├── SciFi Atlas.mat
│ │ │ │ ├── SciFi Atlas.mat.meta
│ │ │ │ ├── SciFi Atlas.prefab
│ │ │ │ ├── SciFi Atlas.prefab.meta
│ │ │ │ ├── SciFi Atlas.psd
│ │ │ │ ├── SciFi Atlas.psd.meta
│ │ │ │ ├── SciFi Font - Header.prefab
│ │ │ │ ├── SciFi Font - Header.prefab.meta
│ │ │ │ ├── SciFi Font - Header.txt
│ │ │ │ ├── SciFi Font - Header.txt.meta
│ │ │ │ ├── SciFi Font - Normal.prefab
│ │ │ │ ├── SciFi Font - Normal.prefab.meta
│ │ │ │ ├── SciFi Font - Normal.txt
│ │ │ │ └── SciFi Font - Normal.txt.meta
│ │ │ ├── Wooden.meta
│ │ │ └── Wooden
│ │ │ │ ├── Arimo14.prefab
│ │ │ │ ├── Arimo14.prefab.meta
│ │ │ │ ├── Arimo14.tga
│ │ │ │ ├── Arimo14.tga.meta
│ │ │ │ ├── Arimo14.txt
│ │ │ │ ├── Arimo14.txt.meta
│ │ │ │ ├── Arimo18.prefab
│ │ │ │ ├── Arimo18.prefab.meta
│ │ │ │ ├── Arimo18.tga
│ │ │ │ ├── Arimo18.tga.meta
│ │ │ │ ├── Arimo18.txt
│ │ │ │ ├── Arimo18.txt.meta
│ │ │ │ ├── Arimo20.prefab
│ │ │ │ ├── Arimo20.prefab.meta
│ │ │ │ ├── Arimo20.tga
│ │ │ │ ├── Arimo20.tga.meta
│ │ │ │ ├── Arimo20.txt
│ │ │ │ ├── Arimo20.txt.meta
│ │ │ │ ├── Wooden Atlas.mat
│ │ │ │ ├── Wooden Atlas.mat.meta
│ │ │ │ ├── Wooden Atlas.png
│ │ │ │ ├── Wooden Atlas.png.meta
│ │ │ │ ├── Wooden Atlas.prefab
│ │ │ │ └── Wooden Atlas.prefab.meta
│ │ ├── Materials.meta
│ │ ├── Materials
│ │ │ ├── Backdrop.mat
│ │ │ ├── Backdrop.mat.meta
│ │ │ ├── brick.mat
│ │ │ ├── brick.mat.meta
│ │ │ ├── burlap.mat
│ │ │ ├── burlap.mat.meta
│ │ │ ├── sand.mat
│ │ │ └── sand.mat.meta
│ │ ├── Other.meta
│ │ ├── Other
│ │ │ ├── English.txt
│ │ │ ├── English.txt.meta
│ │ │ ├── Localization.prefab
│ │ │ └── Localization.prefab.meta
│ │ ├── Scenes.meta
│ │ ├── Scenes
│ │ │ ├── Example 1 - UIAnchor.unity
│ │ │ ├── Example 1 - UIAnchor.unity.meta
│ │ │ ├── Example 10 - Localization.unity
│ │ │ ├── Example 10 - Localization.unity.meta
│ │ │ ├── Example 11 - Drag & Drop.unity
│ │ │ ├── Example 11 - Drag & Drop.unity.meta
│ │ │ ├── Example 12 - Chat Window.unity
│ │ │ ├── Example 12 - Chat Window.unity.meta
│ │ │ ├── Example 2 - Interaction.unity
│ │ │ ├── Example 2 - Interaction.unity.meta
│ │ │ ├── Example 4 - Controller Input.unity
│ │ │ ├── Example 4 - Controller Input.unity.meta
│ │ │ ├── Example 5 - Lights and Refraction.unity
│ │ │ ├── Example 5 - Lights and Refraction.unity.meta
│ │ │ ├── Example 6 - Draggable Window.unity
│ │ │ ├── Example 6 - Draggable Window.unity.meta
│ │ │ ├── Example 7 - Scroll View (Panel).unity
│ │ │ ├── Example 7 - Scroll View (Panel).unity.meta
│ │ │ ├── Example 8 - Scroll View (Camera).unity
│ │ │ ├── Example 8 - Scroll View (Camera).unity.meta
│ │ │ ├── Example 9 - Quest Log.unity
│ │ │ ├── Example 9 - Quest Log.unity.meta
│ │ │ ├── Tutorial 1 - Scene.unity
│ │ │ ├── Tutorial 1 - Scene.unity.meta
│ │ │ ├── Tutorial 10 - 3D.unity
│ │ │ ├── Tutorial 10 - 3D.unity.meta
│ │ │ ├── Tutorial 11 - Popup List.unity
│ │ │ ├── Tutorial 11 - Popup List.unity.meta
│ │ │ ├── Tutorial 2 - Sprite.unity
│ │ │ ├── Tutorial 2 - Sprite.unity.meta
│ │ │ ├── Tutorial 3 - Sliced Sprite.unity
│ │ │ ├── Tutorial 3 - Sliced Sprite.unity.meta
│ │ │ ├── Tutorial 4 - Tiled Sprite.unity
│ │ │ ├── Tutorial 4 - Tiled Sprite.unity.meta
│ │ │ ├── Tutorial 5 - Label.unity
│ │ │ ├── Tutorial 5 - Label.unity.meta
│ │ │ ├── Tutorial 6 - Button.unity
│ │ │ ├── Tutorial 6 - Button.unity.meta
│ │ │ ├── Tutorial 7 - Slider.unity
│ │ │ ├── Tutorial 7 - Slider.unity.meta
│ │ │ ├── Tutorial 8 - Checkbox.unity
│ │ │ ├── Tutorial 8 - Checkbox.unity.meta
│ │ │ ├── Tutorial 9 - Input.unity
│ │ │ └── Tutorial 9 - Input.unity.meta
│ │ ├── Scripts.meta
│ │ ├── Scripts
│ │ │ ├── Other.meta
│ │ │ └── Other
│ │ │ │ ├── ChatInput.cs
│ │ │ │ ├── ChatInput.cs.meta
│ │ │ │ ├── DownloadTexture.cs
│ │ │ │ ├── DownloadTexture.cs.meta
│ │ │ │ ├── DragDropContainer.cs
│ │ │ │ ├── DragDropContainer.cs.meta
│ │ │ │ ├── DragDropItem.cs
│ │ │ │ ├── DragDropItem.cs.meta
│ │ │ │ ├── DragDropRoot.cs
│ │ │ │ ├── DragDropRoot.cs.meta
│ │ │ │ ├── DragDropSurface.cs
│ │ │ │ ├── DragDropSurface.cs.meta
│ │ │ │ ├── LagPosition.cs
│ │ │ │ ├── LagPosition.cs.meta
│ │ │ │ ├── LagRotation.cs
│ │ │ │ ├── LagRotation.cs.meta
│ │ │ │ ├── LoadLevelOnClick.cs
│ │ │ │ ├── LoadLevelOnClick.cs.meta
│ │ │ │ ├── LookAtTarget.cs
│ │ │ │ ├── LookAtTarget.cs.meta
│ │ │ │ ├── PanWithMouse.cs
│ │ │ │ ├── PanWithMouse.cs.meta
│ │ │ │ ├── PlayIdleAnimations.cs
│ │ │ │ ├── PlayIdleAnimations.cs.meta
│ │ │ │ ├── SetColorOnSelection.cs
│ │ │ │ ├── SetColorOnSelection.cs.meta
│ │ │ │ ├── ShaderQuality.cs
│ │ │ │ ├── ShaderQuality.cs.meta
│ │ │ │ ├── Spin.cs
│ │ │ │ ├── Spin.cs.meta
│ │ │ │ ├── SpinWithMouse.cs
│ │ │ │ ├── SpinWithMouse.cs.meta
│ │ │ │ ├── TypewriterEffect.cs
│ │ │ │ ├── TypewriterEffect.cs.meta
│ │ │ │ ├── WindowAutoYaw.cs
│ │ │ │ ├── WindowAutoYaw.cs.meta
│ │ │ │ ├── WindowDragTilt.cs
│ │ │ │ └── WindowDragTilt.cs.meta
│ │ ├── Shaders.meta
│ │ ├── Shaders
│ │ │ ├── Refractive.shader
│ │ │ └── Refractive.shader.meta
│ │ ├── Sounds.meta
│ │ ├── Sounds
│ │ │ ├── Crumple.wav
│ │ │ ├── Crumple.wav.meta
│ │ │ ├── Rumble.wav
│ │ │ ├── Rumble.wav.meta
│ │ │ ├── Swipe.wav
│ │ │ ├── Swipe.wav.meta
│ │ │ ├── Tap.wav
│ │ │ └── Tap.wav.meta
│ │ ├── Textures.meta
│ │ └── Textures
│ │ │ ├── Backdrop.png
│ │ │ ├── Backdrop.png.meta
│ │ │ ├── brick.jpg
│ │ │ ├── brick.jpg.meta
│ │ │ ├── brickNM.png
│ │ │ ├── brickNM.png.meta
│ │ │ ├── burlap.jpg
│ │ │ ├── burlap.jpg.meta
│ │ │ ├── sand.png
│ │ │ └── sand.png.meta
│ ├── ReadMe.txt
│ ├── ReadMe.txt.meta
│ ├── Resources.meta
│ ├── Resources
│ │ ├── Shaders.meta
│ │ └── Shaders
│ │ │ ├── Depth.shader
│ │ │ ├── Depth.shader.meta
│ │ │ ├── Unlit - Additive Colored.shader
│ │ │ ├── Unlit - Additive Colored.shader.meta
│ │ │ ├── Unlit - Masked Colored.shader
│ │ │ ├── Unlit - Masked Colored.shader.meta
│ │ │ ├── Unlit - Transparent Colored (AlphaClip).shader
│ │ │ ├── Unlit - Transparent Colored (AlphaClip).shader.meta
│ │ │ ├── Unlit - Transparent Colored (HardClip).shader
│ │ │ ├── Unlit - Transparent Colored (HardClip).shader.meta
│ │ │ ├── Unlit - Transparent Colored (Packed).shader
│ │ │ ├── Unlit - Transparent Colored (Packed).shader.meta
│ │ │ ├── Unlit - Transparent Colored (SoftClip).shader
│ │ │ ├── Unlit - Transparent Colored (SoftClip).shader.meta
│ │ │ ├── Unlit - Transparent Colored Overlay.shader
│ │ │ ├── Unlit - Transparent Colored Overlay.shader.meta
│ │ │ ├── Unlit - Transparent Colored.shader
│ │ │ └── Unlit - Transparent Colored.shader.meta
│ ├── Scripts.meta
│ └── Scripts
│ │ ├── Editor.meta
│ │ ├── Editor
│ │ ├── ComponentSelector.cs
│ │ ├── ComponentSelector.cs.meta
│ │ ├── NGUIMenu.cs
│ │ ├── NGUIMenu.cs.meta
│ │ ├── NGUISelectionTools.cs
│ │ ├── NGUISelectionTools.cs.meta
│ │ ├── NGUITransformInspector.cs
│ │ ├── NGUITransformInspector.cs.meta
│ │ ├── UIAtlasInspector.cs
│ │ ├── UIAtlasInspector.cs.meta
│ │ ├── UIAtlasMaker.cs
│ │ ├── UIAtlasMaker.cs.meta
│ │ ├── UICameraTool.cs
│ │ ├── UICameraTool.cs.meta
│ │ ├── UICreateNewUIWizard.cs
│ │ ├── UICreateNewUIWizard.cs.meta
│ │ ├── UICreateWidgetWizard.cs
│ │ ├── UICreateWidgetWizard.cs.meta
│ │ ├── UIDrawCallInspector.cs
│ │ ├── UIDrawCallInspector.cs.meta
│ │ ├── UIFilledSpriteInspector.cs
│ │ ├── UIFilledSpriteInspector.cs.meta
│ │ ├── UIFontInspector.cs
│ │ ├── UIFontInspector.cs.meta
│ │ ├── UIFontMaker.cs
│ │ ├── UIFontMaker.cs.meta
│ │ ├── UIImageButtonInspector.cs
│ │ ├── UIImageButtonInspector.cs.meta
│ │ ├── UILabelInspector.cs
│ │ ├── UILabelInspector.cs.meta
│ │ ├── UIPanelInspector.cs
│ │ ├── UIPanelInspector.cs.meta
│ │ ├── UIPanelTool.cs
│ │ ├── UIPanelTool.cs.meta
│ │ ├── UIPopupListInspector.cs
│ │ ├── UIPopupListInspector.cs.meta
│ │ ├── UIScrollBarInspector.cs
│ │ ├── UIScrollBarInspector.cs.meta
│ │ ├── UISettings.cs
│ │ ├── UISettings.cs.meta
│ │ ├── UISlicedSpriteInspector.cs
│ │ ├── UISlicedSpriteInspector.cs.meta
│ │ ├── UISliderInspector.cs
│ │ ├── UISliderInspector.cs.meta
│ │ ├── UISpriteAnimationInspector.cs
│ │ ├── UISpriteAnimationInspector.cs.meta
│ │ ├── UISpriteInspector.cs
│ │ ├── UISpriteInspector.cs.meta
│ │ ├── UITextureInspector.cs
│ │ ├── UITextureInspector.cs.meta
│ │ ├── UITiledSpriteInspector.cs
│ │ ├── UITiledSpriteInspector.cs.meta
│ │ ├── UIWidgetInspector.cs
│ │ └── UIWidgetInspector.cs.meta
│ │ ├── Interaction.meta
│ │ ├── Interaction
│ │ ├── LanguageSelection.cs
│ │ ├── LanguageSelection.cs.meta
│ │ ├── UIButton.cs
│ │ ├── UIButton.cs.meta
│ │ ├── UIButtonColor.cs
│ │ ├── UIButtonColor.cs.meta
│ │ ├── UIButtonKeys.cs
│ │ ├── UIButtonKeys.cs.meta
│ │ ├── UIButtonMessage.cs
│ │ ├── UIButtonMessage.cs.meta
│ │ ├── UIButtonOffset.cs
│ │ ├── UIButtonOffset.cs.meta
│ │ ├── UIButtonPlayAnimation.cs
│ │ ├── UIButtonPlayAnimation.cs.meta
│ │ ├── UIButtonRotation.cs
│ │ ├── UIButtonRotation.cs.meta
│ │ ├── UIButtonScale.cs
│ │ ├── UIButtonScale.cs.meta
│ │ ├── UIButtonSound.cs
│ │ ├── UIButtonSound.cs.meta
│ │ ├── UIButtonTween.cs
│ │ ├── UIButtonTween.cs.meta
│ │ ├── UICheckbox.cs
│ │ ├── UICheckbox.cs.meta
│ │ ├── UICheckboxControlledComponent.cs
│ │ ├── UICheckboxControlledComponent.cs.meta
│ │ ├── UICheckboxControlledObject.cs
│ │ ├── UICheckboxControlledObject.cs.meta
│ │ ├── UIDragCamera.cs
│ │ ├── UIDragCamera.cs.meta
│ │ ├── UIDragObject.cs
│ │ ├── UIDragObject.cs.meta
│ │ ├── UIDragPanelContents.cs
│ │ ├── UIDragPanelContents.cs.meta
│ │ ├── UIDraggableCamera.cs
│ │ ├── UIDraggableCamera.cs.meta
│ │ ├── UIDraggablePanel.cs
│ │ ├── UIDraggablePanel.cs.meta
│ │ ├── UIForwardEvents.cs
│ │ ├── UIForwardEvents.cs.meta
│ │ ├── UIGrid.cs
│ │ ├── UIGrid.cs.meta
│ │ ├── UIImageButton.cs
│ │ ├── UIImageButton.cs.meta
│ │ ├── UIInputValidator.cs
│ │ ├── UIInputValidator.cs.meta
│ │ ├── UIPopupList.cs
│ │ ├── UIPopupList.cs.meta
│ │ ├── UISavedOption.cs
│ │ ├── UISavedOption.cs.meta
│ │ ├── UIScrollBar.cs
│ │ ├── UIScrollBar.cs.meta
│ │ ├── UISlider.cs
│ │ ├── UISlider.cs.meta
│ │ ├── UISliderColors.cs
│ │ ├── UISliderColors.cs.meta
│ │ ├── UITable.cs
│ │ └── UITable.cs.meta
│ │ ├── Internal.meta
│ │ ├── Internal
│ │ ├── Localization.cs
│ │ ├── Localization.cs.meta
│ │ ├── SpringPanel.cs
│ │ └── SpringPanel.cs.meta
│ │ ├── Tweening.meta
│ │ ├── Tweening
│ │ ├── TweenColor.cs
│ │ ├── TweenColor.cs.meta
│ │ ├── TweenPosition.cs
│ │ ├── TweenPosition.cs.meta
│ │ ├── TweenRotation.cs
│ │ ├── TweenRotation.cs.meta
│ │ ├── TweenScale.cs
│ │ ├── TweenScale.cs.meta
│ │ ├── TweenTransform.cs
│ │ ├── TweenTransform.cs.meta
│ │ ├── TweenVolume.cs
│ │ ├── TweenVolume.cs.meta
│ │ ├── UITweener.cs
│ │ └── UITweener.cs.meta
│ │ ├── UI.meta
│ │ └── UI
│ │ ├── UIAnchor.cs
│ │ ├── UIAnchor.cs.meta
│ │ ├── UIAtlas.cs
│ │ ├── UIAtlas.cs.meta
│ │ ├── UICamera.cs
│ │ ├── UICamera.cs.meta
│ │ ├── UIFilledSprite.cs
│ │ ├── UIFilledSprite.cs.meta
│ │ ├── UIFont.cs
│ │ ├── UIFont.cs.meta
│ │ ├── UIInput.cs
│ │ ├── UIInput.cs.meta
│ │ ├── UIInputSaved.cs
│ │ ├── UIInputSaved.cs.meta
│ │ ├── UILabel.cs
│ │ ├── UILabel.cs.meta
│ │ ├── UILocalize.cs
│ │ ├── UILocalize.cs.meta
│ │ ├── UIOrthoCamera.cs
│ │ ├── UIOrthoCamera.cs.meta
│ │ ├── UIPanel.cs
│ │ ├── UIPanel.cs.meta
│ │ ├── UIRoot.cs
│ │ ├── UIRoot.cs.meta
│ │ ├── UISlicedSprite.cs
│ │ ├── UISlicedSprite.cs.meta
│ │ ├── UISprite.cs
│ │ ├── UISprite.cs.meta
│ │ ├── UISpriteAnimation.cs
│ │ ├── UISpriteAnimation.cs.meta
│ │ ├── UIStretch.cs
│ │ ├── UIStretch.cs.meta
│ │ ├── UITextList.cs
│ │ ├── UITextList.cs.meta
│ │ ├── UITexture.cs
│ │ ├── UITexture.cs.meta
│ │ ├── UITiledSprite.cs
│ │ ├── UITiledSprite.cs.meta
│ │ ├── UITooltip.cs
│ │ ├── UITooltip.cs.meta
│ │ ├── UIViewport.cs
│ │ └── UIViewport.cs.meta
│ ├── Scenes.meta
│ ├── Scenes
│ ├── Game.unity
│ └── Game.unity.meta
│ ├── Scripts.meta
│ ├── Scripts
│ ├── CamController.cs
│ ├── CamController.cs.meta
│ ├── CaptureManager.cs
│ ├── CaptureManager.cs.meta
│ ├── PcController.cs
│ └── PcController.cs.meta
│ ├── Textures.meta
│ └── Textures
│ ├── BaseAtlas.mat
│ ├── BaseAtlas.mat.meta
│ ├── BaseAtlas.png
│ ├── BaseAtlas.png.meta
│ ├── BaseAtlas.prefab
│ ├── BaseAtlas.prefab.meta
│ ├── back1.png
│ ├── back1.png.meta
│ ├── back2.png
│ ├── back2.png.meta
│ ├── back3.png
│ ├── back3.png.meta
│ ├── back4.png
│ ├── back4.png.meta
│ ├── back5.png
│ └── back5.png.meta
├── ProjectSettings
├── AudioManager.asset
├── DynamicsManager.asset
├── EditorBuildSettings.asset
├── EditorSettings.asset
├── GraphicsSettings.asset
├── InputManager.asset
├── NavMeshLayers.asset
├── NetworkManager.asset
├── Physics2DSettings.asset
├── ProjectSettings.asset
├── QualitySettings.asset
├── TagManager.asset
└── TimeManager.asset
└── README.md
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1 | Model2Sprite
2 | ============
3 |
4 | 2D-Animated Sequences Making Tool
5 |
6 | Overview:
7 | - To make it easier for beginners to understand
8 | the short length of the source code was created.
9 |
10 | Testing in Unity Editor:
11 | - Run ".../Scenes/Game.unity"!
12 | - Click play button in unity editor.
13 | - Click record button in game view.
14 | - Main code is ".../Scripts/CaptureManager.cs".
15 | - "C:\Users\YourAccount\Pictures\Captures" folder is used.
16 |
17 | Build & Run :
18 | - Configure "Build Setting" sub menu in File Menu.
19 | - Set Build Platform & Press "Run & Build" Button.
20 | - Set Your Build Folder.
21 |
22 | Note:
23 | - "Transparency Capture" was used and should be installed.
24 | - NGUI free version was used.
25 | - 3D character model with mecanim included.
26 | - Unity 2D & Mecanim, such as prior knowledge is required for studying.
27 |
28 | Contact:
29 | - Homepage Link : http://buntgames.com
30 | - Blog Link : http://hompy.info
31 | - Facebook Link : http://facebook.com/buntgames
32 | - Email : hompy@buntgames.com
33 |
34 |
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Very simple example of how to use a TextList with a UIInput for chat.
5 | ///
6 |
7 | [RequireComponent(typeof(UIInput))]
8 | [AddComponentMenu("NGUI/Examples/Chat Input")]
9 | public class ChatInput : MonoBehaviour
10 | {
11 | public UITextList textList;
12 | public bool fillWithDummyData = false;
13 |
14 | UIInput mInput;
15 | bool mIgnoreNextEnter = false;
16 |
17 | ///
18 | /// Add some dummy text to the text list.
19 | ///
20 |
21 | void Start ()
22 | {
23 | mInput = GetComponent();
24 |
25 | if (fillWithDummyData && textList != null)
26 | {
27 | for (int i = 0; i < 30; ++i)
28 | {
29 | textList.Add(((i % 2 == 0) ? "[FFFFFF]" : "[AAAAAA]") +
30 | "This is an example paragraph for the text list, testing line " + i + "[-]");
31 | }
32 | }
33 | }
34 |
35 | ///
36 | /// Pressing 'enter' should immediately give focus to the input field.
37 | ///
38 |
39 | void Update ()
40 | {
41 | if (Input.GetKeyUp(KeyCode.Return))
42 | {
43 | if (!mIgnoreNextEnter && !mInput.selected)
44 | {
45 | mInput.selected = true;
46 | }
47 | mIgnoreNextEnter = false;
48 | }
49 | }
50 |
51 | ///
52 | /// Submit notification is sent by UIInput when 'enter' is pressed or iOS/Android keyboard finalizes input.
53 | ///
54 |
55 | void OnSubmit ()
56 | {
57 | if (textList != null)
58 | {
59 | // It's a good idea to strip out all symbols as we don't want user input to alter colors, add new lines, etc
60 | string text = NGUITools.StripSymbols(mInput.text);
61 |
62 | if (!string.IsNullOrEmpty(text))
63 | {
64 | textList.Add(text);
65 | mInput.text = "";
66 | mInput.selected = false;
67 | }
68 | }
69 | mIgnoreNextEnter = true;
70 | }
71 | }
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Attach to a game object to make its position always lag behind its parent as the parent moves.
5 | ///
6 |
7 | [AddComponentMenu("NGUI/Examples/Lag Position")]
8 | public class LagPosition : MonoBehaviour
9 | {
10 | public int updateOrder = 0;
11 | public Vector3 speed = new Vector3(10f, 10f, 10f);
12 | public bool ignoreTimeScale = false;
13 |
14 | Transform mTrans;
15 | Vector3 mRelative;
16 | Vector3 mAbsolute;
17 |
18 | void Start ()
19 | {
20 | mTrans = transform;
21 | mRelative = mTrans.localPosition;
22 | if (ignoreTimeScale) UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate);
23 | else UpdateManager.AddLateUpdate(this, updateOrder, CoroutineUpdate);
24 | }
25 |
26 | void OnEnable()
27 | {
28 | mTrans = transform;
29 | mAbsolute = mTrans.position;
30 | }
31 |
32 | void CoroutineUpdate (float delta)
33 | {
34 | Transform parent = mTrans.parent;
35 |
36 | if (parent != null)
37 | {
38 | Vector3 target = parent.position + parent.rotation * mRelative;
39 | mAbsolute.x = Mathf.Lerp(mAbsolute.x, target.x, Mathf.Clamp01(delta * speed.x));
40 | mAbsolute.y = Mathf.Lerp(mAbsolute.y, target.y, Mathf.Clamp01(delta * speed.y));
41 | mAbsolute.z = Mathf.Lerp(mAbsolute.z, target.z, Mathf.Clamp01(delta * speed.z));
42 | mTrans.position = mAbsolute;
43 | }
44 | }
45 | }
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/Assets/Model2Sprite/NGUI/Examples/Scripts/Other/LagRotation.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Attach to a game object to make its rotation always lag behind its parent as the parent rotates.
5 | ///
6 |
7 | [AddComponentMenu("NGUI/Examples/Lag Rotation")]
8 | public class LagRotation : MonoBehaviour
9 | {
10 | public int updateOrder = 0;
11 | public float speed = 10f;
12 | public bool ignoreTimeScale = false;
13 |
14 | Transform mTrans;
15 | Quaternion mRelative;
16 | Quaternion mAbsolute;
17 |
18 | void Start()
19 | {
20 | mTrans = transform;
21 | mRelative = mTrans.localRotation;
22 | mAbsolute = mTrans.rotation;
23 | if (ignoreTimeScale) UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate);
24 | else UpdateManager.AddLateUpdate(this, updateOrder, CoroutineUpdate);
25 | }
26 |
27 | void CoroutineUpdate (float delta)
28 | {
29 | Transform parent = mTrans.parent;
30 |
31 | if (parent != null)
32 | {
33 | mAbsolute = Quaternion.Slerp(mAbsolute, parent.rotation * mRelative, delta * speed);
34 | mTrans.rotation = mAbsolute;
35 | }
36 | }
37 | }
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1 | using UnityEngine;
2 |
3 | [AddComponentMenu("NGUI/Examples/Load Level On Click")]
4 | public class LoadLevelOnClick : MonoBehaviour
5 | {
6 | public string levelName;
7 |
8 | void OnClick ()
9 | {
10 | if (!string.IsNullOrEmpty(levelName))
11 | {
12 | Application.LoadLevel(levelName);
13 | }
14 | }
15 | }
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/Assets/Model2Sprite/NGUI/Examples/Scripts/Other/LookAtTarget.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Attaching this script to an object will make that object face the specified target.
5 | /// The most ideal use for this script is to attach it to the camera and make the camera look at its target.
6 | ///
7 |
8 | [AddComponentMenu("NGUI/Examples/Look At Target")]
9 | public class LookAtTarget : MonoBehaviour
10 | {
11 | public int level = 0;
12 | public Transform target;
13 | public float speed = 8f;
14 |
15 | Transform mTrans;
16 |
17 | void Start ()
18 | {
19 | mTrans = transform;
20 | }
21 |
22 | void LateUpdate ()
23 | {
24 | if (target != null)
25 | {
26 | Vector3 dir = target.position - mTrans.position;
27 | float mag = dir.magnitude;
28 |
29 | if (mag > 0.001f)
30 | {
31 | Quaternion lookRot = Quaternion.LookRotation(dir);
32 | mTrans.rotation = Quaternion.Slerp(mTrans.rotation, lookRot, Mathf.Clamp01(speed * Time.deltaTime));
33 | }
34 | }
35 | }
36 | }
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/Assets/Model2Sprite/NGUI/Examples/Scripts/Other/PanWithMouse.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Placing this script on the game object will make that game object pan with mouse movement.
5 | ///
6 |
7 | [AddComponentMenu("NGUI/Examples/Pan With Mouse")]
8 | public class PanWithMouse : IgnoreTimeScale
9 | {
10 | public Vector2 degrees = new Vector2(5f, 3f);
11 | public float range = 1f;
12 |
13 | Transform mTrans;
14 | Quaternion mStart;
15 | Vector2 mRot = Vector2.zero;
16 |
17 | void Start ()
18 | {
19 | mTrans = transform;
20 | mStart = mTrans.localRotation;
21 | }
22 |
23 | void Update ()
24 | {
25 | float delta = UpdateRealTimeDelta();
26 | Vector3 pos = Input.mousePosition;
27 |
28 | float halfWidth = Screen.width * 0.5f;
29 | float halfHeight = Screen.height * 0.5f;
30 | if (range < 0.1f) range = 0.1f;
31 | float x = Mathf.Clamp((pos.x - halfWidth) / halfWidth / range, -1f, 1f);
32 | float y = Mathf.Clamp((pos.y - halfHeight) / halfHeight / range, -1f, 1f);
33 | mRot = Vector2.Lerp(mRot, new Vector2(x, y), delta * 5f);
34 |
35 | mTrans.localRotation = mStart * Quaternion.Euler(-mRot.y * degrees.y, mRot.x * degrees.x, 0f);
36 | }
37 | }
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/Assets/Model2Sprite/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Simple script used by Tutorial 11 that sets the color of the sprite based on the string value.
5 | ///
6 |
7 | [ExecuteInEditMode]
8 | [RequireComponent(typeof(UIWidget))]
9 | [AddComponentMenu("NGUI/Examples/Set Color on Selection")]
10 | public class SetColorOnSelection : MonoBehaviour
11 | {
12 | UIWidget mWidget;
13 |
14 | void OnSelectionChange (string val)
15 | {
16 | if (mWidget == null) mWidget = GetComponent();
17 |
18 | switch (val)
19 | {
20 | case "White": mWidget.color = Color.white; break;
21 | case "Red": mWidget.color = Color.red; break;
22 | case "Green": mWidget.color = Color.green; break;
23 | case "Blue": mWidget.color = Color.blue; break;
24 | case "Yellow": mWidget.color = Color.yellow; break;
25 | case "Cyan": mWidget.color = Color.cyan; break;
26 | case "Magenta": mWidget.color = Color.magenta; break;
27 | }
28 | }
29 | }
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/Assets/Model2Sprite/NGUI/Examples/Scripts/Other/ShaderQuality.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Change the shader level-of-detail to match the quality settings.
5 | ///
6 |
7 | [ExecuteInEditMode]
8 | [AddComponentMenu("NGUI/Examples/Shader Quality")]
9 | public class ShaderQuality : MonoBehaviour
10 | {
11 | int mCurrent = 600;
12 |
13 | void Update ()
14 | {
15 | #if UNITY_3_4
16 | int current = ((int)QualitySettings.currentLevel + 1) * 100;
17 | #else
18 | int current = (QualitySettings.GetQualityLevel() + 1) * 100;
19 | #endif
20 |
21 | if (mCurrent != current)
22 | {
23 | mCurrent = current;
24 | Shader.globalMaximumLOD = mCurrent;
25 | }
26 | }
27 | }
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/Assets/Model2Sprite/NGUI/Examples/Scripts/Other/Spin.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Want something to spin? Attach this script to it. Works equally well with rigidbodies as without.
5 | ///
6 |
7 | [AddComponentMenu("NGUI/Examples/Spin")]
8 | public class Spin : MonoBehaviour
9 | {
10 | public Vector3 rotationsPerSecond = new Vector3(0f, 0.1f, 0f);
11 |
12 | Rigidbody mRb;
13 | Transform mTrans;
14 |
15 | void Start ()
16 | {
17 | mTrans = transform;
18 | mRb = rigidbody;
19 | }
20 |
21 | void Update ()
22 | {
23 | if (mRb == null)
24 | {
25 | ApplyDelta(Time.deltaTime);
26 | }
27 | }
28 | void FixedUpdate ()
29 | {
30 | if (mRb != null)
31 | {
32 | ApplyDelta(Time.deltaTime);
33 | }
34 | }
35 |
36 | public void ApplyDelta (float delta)
37 | {
38 | delta *= Mathf.Rad2Deg * Mathf.PI * 2f;
39 | Quaternion offset = Quaternion.Euler(rotationsPerSecond * delta);
40 |
41 | if (mRb == null)
42 | {
43 | mTrans.rotation = mTrans.rotation * offset;
44 | }
45 | else
46 | {
47 | mRb.MoveRotation(mRb.rotation * offset);
48 | }
49 | }
50 | }
--------------------------------------------------------------------------------
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/Assets/Model2Sprite/NGUI/Examples/Scripts/Other/SpinWithMouse.cs:
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1 | using UnityEngine;
2 |
3 | [AddComponentMenu("NGUI/Examples/Spin With Mouse")]
4 | public class SpinWithMouse : MonoBehaviour
5 | {
6 | public Transform target;
7 | public float speed = 1f;
8 |
9 | Transform mTrans;
10 |
11 | void Start ()
12 | {
13 | mTrans = transform;
14 | }
15 |
16 | void OnDrag (Vector2 delta)
17 | {
18 | UICamera.currentTouch.clickNotification = UICamera.ClickNotification.None;
19 |
20 | if (target != null)
21 | {
22 | target.localRotation = Quaternion.Euler(0f, -0.5f * delta.x * speed, 0f) * target.localRotation;
23 | }
24 | else
25 | {
26 | mTrans.localRotation = Quaternion.Euler(0f, -0.5f * delta.x * speed, 0f) * mTrans.localRotation;
27 | }
28 | }
29 | }
--------------------------------------------------------------------------------
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/Assets/Model2Sprite/NGUI/Examples/Scripts/Other/TypewriterEffect.cs:
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Trivial script that fills the label's contents gradually, as if someone was typing.
5 | ///
6 |
7 | [RequireComponent(typeof(UILabel))]
8 | [AddComponentMenu("NGUI/Examples/Typewriter Effect")]
9 | public class TypewriterEffect : MonoBehaviour
10 | {
11 | public int charsPerSecond = 40;
12 |
13 | UILabel mLabel;
14 | string mText;
15 | int mOffset = 0;
16 | float mNextChar = 0f;
17 |
18 | void Update ()
19 | {
20 | if (mLabel == null)
21 | {
22 | mLabel = GetComponent();
23 | mLabel.supportEncoding = false;
24 | mLabel.symbolStyle = UIFont.SymbolStyle.None;
25 | mText = mLabel.font.WrapText(mLabel.text, mLabel.lineWidth / mLabel.cachedTransform.localScale.x, mLabel.multiLine, false, UIFont.SymbolStyle.None);
26 | }
27 |
28 | if (mOffset < mText.Length)
29 | {
30 | if (mNextChar <= Time.time)
31 | {
32 | charsPerSecond = Mathf.Max(1, charsPerSecond);
33 |
34 | // Periods and end-of-line characters should pause for a longer time.
35 | float delay = 1f / charsPerSecond;
36 | char c = mText[mOffset];
37 | if (c == '.' || c == '\n' || c == '!' || c == '?') delay *= 4f;
38 |
39 | mNextChar = Time.time + delay;
40 | mLabel.text = mText.Substring(0, ++mOffset);
41 | }
42 | }
43 | else Destroy(this);
44 | }
45 | }
--------------------------------------------------------------------------------
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Attaching this script to an object will make it turn as it gets closer to left/right edges of the screen.
5 | /// Look at how it's used in Example 6.
6 | ///
7 |
8 | [AddComponentMenu("NGUI/Examples/Window Auto-Yaw")]
9 | public class WindowAutoYaw : MonoBehaviour
10 | {
11 | public int updateOrder = 0;
12 | public Camera uiCamera;
13 | public float yawAmount = 20f;
14 |
15 | Transform mTrans;
16 |
17 | void OnDisable ()
18 | {
19 | mTrans.localRotation = Quaternion.identity;
20 | }
21 |
22 | void Start ()
23 | {
24 | if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer);
25 | mTrans = transform;
26 | UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate);
27 | }
28 |
29 | void CoroutineUpdate (float delta)
30 | {
31 | if (uiCamera != null)
32 | {
33 | Vector3 pos = uiCamera.WorldToViewportPoint(mTrans.position);
34 | mTrans.localRotation = Quaternion.Euler(0f, (pos.x * 2f - 1f) * yawAmount, 0f);
35 | }
36 | }
37 | }
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1 | using UnityEngine;
2 |
3 | ///
4 | /// Attach this script to a child of a draggable window to make it tilt as it's dragged.
5 | /// Look at how it's used in Example 6.
6 | ///
7 |
8 | [AddComponentMenu("NGUI/Examples/Window Drag Tilt")]
9 | public class WindowDragTilt : MonoBehaviour
10 | {
11 | public int updateOrder = 0;
12 | public float degrees = 30f;
13 |
14 | Vector3 mLastPos;
15 | Transform mTrans;
16 | float mAngle = 0f;
17 | bool mInit = true;
18 |
19 | void Start () { UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate); }
20 | void OnEnable () { mInit = true; }
21 |
22 | void CoroutineUpdate (float delta)
23 | {
24 | if (mInit)
25 | {
26 | mInit = false;
27 | mTrans = transform;
28 | mLastPos = mTrans.position;
29 | }
30 |
31 | Vector3 deltaPos = mTrans.position - mLastPos;
32 | mLastPos = mTrans.position;
33 |
34 | mAngle += deltaPos.x * degrees;
35 | mAngle = NGUIMath.SpringLerp(mAngle, 0f, 20f, delta);
36 |
37 | mTrans.localRotation = Quaternion.Euler(0f, 0f, -mAngle);
38 | }
39 | }
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1 | Shader "Depth"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
6 | }
7 |
8 | SubShader
9 | {
10 | LOD 100
11 |
12 | Tags
13 | {
14 | "Queue" = "Background"
15 | "IgnoreProjector" = "True"
16 | }
17 |
18 | Pass
19 | {
20 | Cull Off
21 | Lighting Off
22 | Blend Off
23 | ColorMask 0
24 | ZWrite On
25 | ZTest Less
26 | AlphaTest Greater .99
27 | ColorMaterial AmbientAndDiffuse
28 |
29 | SetTexture [_MainTex]
30 | {
31 | Combine Texture * Primary
32 | }
33 | }
34 | }
35 | }
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1 | Shader "Unlit/Additive Colored"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
6 | }
7 |
8 | SubShader
9 | {
10 | Tags
11 | {
12 | "Queue" = "Transparent"
13 | "IgnoreProjector" = "True"
14 | "RenderType" = "Transparent"
15 | }
16 |
17 | LOD 100
18 | Cull Off
19 | Lighting Off
20 | ZWrite Off
21 | Fog { Mode Off }
22 | ColorMask RGB
23 | AlphaTest Greater .01
24 | Blend One One
25 |
26 | Pass
27 | {
28 | ColorMaterial AmbientAndDiffuse
29 |
30 | SetTexture [_MainTex]
31 | {
32 | Combine Texture * Primary
33 | }
34 | }
35 | }
36 | }
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1 | Shader "Unlit/Transparent Colored (HardClip)"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
6 | }
7 |
8 | SubShader
9 | {
10 | LOD 200
11 |
12 | Tags
13 | {
14 | "Queue" = "Transparent"
15 | "IgnoreProjector" = "True"
16 | "RenderType" = "Transparent"
17 | }
18 |
19 | Pass
20 | {
21 | Cull Off
22 | Lighting Off
23 | ZWrite Off
24 | Offset -1, -1
25 | Fog { Mode Off }
26 | ColorMask RGB
27 | Blend SrcAlpha OneMinusSrcAlpha
28 |
29 | CGPROGRAM
30 | #pragma vertex vert
31 | #pragma fragment frag
32 | #pragma fragmentoption ARB_precision_hint_fastest
33 |
34 | #include "UnityCG.cginc"
35 |
36 | sampler2D _MainTex;
37 | float4 _MainTex_ST;
38 |
39 | struct appdata_t
40 | {
41 | float4 vertex : POSITION;
42 | fixed4 color : COLOR;
43 | float2 texcoord : TEXCOORD0;
44 | };
45 |
46 | struct v2f
47 | {
48 | float4 vertex : POSITION;
49 | fixed4 color : COLOR;
50 | float2 texcoord : TEXCOORD0;
51 | float2 worldPos : TEXCOORD1;
52 | };
53 |
54 | v2f vert (appdata_t v)
55 | {
56 | v2f o;
57 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
58 | o.color = v.color;
59 | o.texcoord = v.texcoord;
60 | o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
61 | return o;
62 | }
63 |
64 | fixed4 frag (v2f IN) : COLOR
65 | {
66 | float2 factor = abs(IN.worldPos);
67 | clip(1.0 - max(factor.x, factor.y));
68 | return tex2D(_MainTex, IN.texcoord) * IN.color;
69 | }
70 | ENDCG
71 | }
72 | }
73 |
74 | SubShader
75 | {
76 | Tags
77 | {
78 | "Queue" = "Transparent"
79 | "IgnoreProjector" = "True"
80 | "RenderType" = "Transparent"
81 | }
82 |
83 | LOD 100
84 | Cull Off
85 | Lighting Off
86 | ZWrite Off
87 | Fog { Mode Off }
88 | ColorMask RGB
89 | AlphaTest Greater .01
90 | Blend SrcAlpha OneMinusSrcAlpha
91 |
92 | Pass
93 | {
94 | ColorMaterial AmbientAndDiffuse
95 |
96 | SetTexture [_MainTex]
97 | {
98 | Combine Texture * Primary
99 | }
100 | }
101 | }
102 | }
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1 | Shader "Unlit/Transparent Colored (Packed)"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
6 | }
7 |
8 | SubShader
9 | {
10 | LOD 200
11 |
12 | Tags
13 | {
14 | "Queue" = "Transparent"
15 | "IgnoreProjector" = "True"
16 | "RenderType" = "Transparent"
17 | }
18 |
19 | Pass
20 | {
21 | Cull Off
22 | Lighting Off
23 | ZWrite Off
24 | Offset -1, -1
25 | Fog { Mode Off }
26 | ColorMask RGB
27 | Blend SrcAlpha OneMinusSrcAlpha
28 |
29 | CGPROGRAM
30 | #pragma vertex vert
31 | #pragma fragment frag
32 | #pragma fragmentoption ARB_precision_hint_fastest
33 |
34 | #include "UnityCG.cginc"
35 |
36 | sampler2D _MainTex;
37 | half4 _MainTex_ST;
38 |
39 | struct appdata_t
40 | {
41 | float4 vertex : POSITION;
42 | half4 color : COLOR;
43 | float2 texcoord : TEXCOORD0;
44 | };
45 |
46 | struct v2f
47 | {
48 | float4 vertex : POSITION;
49 | half4 color : COLOR;
50 | float2 texcoord : TEXCOORD0;
51 | };
52 |
53 | v2f vert (appdata_t v)
54 | {
55 | v2f o;
56 | o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
57 | o.color = v.color;
58 | o.texcoord = v.texcoord;
59 | return o;
60 | }
61 |
62 | half4 frag (v2f IN) : COLOR
63 | {
64 | half4 mask = tex2D(_MainTex, IN.texcoord);
65 | half4 mixed = saturate(ceil(IN.color - 0.5));
66 | half4 col = saturate((mixed * 0.51 - IN.color) / -0.49);
67 |
68 | mask *= mixed;
69 | col.a *= mask.r + mask.g + mask.b + mask.a;
70 | return col;
71 | }
72 | ENDCG
73 | }
74 | }
75 | Fallback Off
76 | }
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1 | Shader "Unlit/Transparent Colored Overlay"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {}
6 | }
7 |
8 | SubShader
9 | {
10 | LOD 100
11 |
12 | Tags
13 | {
14 | "Queue" = "Transparent+1"
15 | "IgnoreProjector" = "True"
16 | "RenderType" = "Transparent"
17 | }
18 |
19 | Pass
20 | {
21 | Cull Off
22 | Lighting Off
23 | ZWrite Off
24 | Offset -1, -1
25 | Fog { Mode Off }
26 | ColorMask RGB
27 | AlphaTest Greater .01
28 | Blend SrcAlpha OneMinusSrcAlpha
29 |
30 | ColorMaterial AmbientAndDiffuse
31 |
32 | SetTexture [_MainTex]
33 | {
34 | Combine Texture * Primary
35 | }
36 | }
37 | }
38 | }
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1 | Shader "Unlit/Transparent Colored"
2 | {
3 | Properties
4 | {
5 | _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
6 | }
7 |
8 | SubShader
9 | {
10 | LOD 100
11 |
12 | Tags
13 | {
14 | "Queue" = "Transparent"
15 | "IgnoreProjector" = "True"
16 | "RenderType" = "Transparent"
17 | }
18 |
19 | Pass
20 | {
21 | Cull Off
22 | Lighting Off
23 | ZWrite Off
24 | Fog { Mode Off }
25 | Offset -1, -1
26 | ColorMask RGB
27 | AlphaTest Greater .01
28 | Blend SrcAlpha OneMinusSrcAlpha
29 | ColorMaterial AmbientAndDiffuse
30 |
31 | SetTexture [_MainTex]
32 | {
33 | Combine Texture * Primary
34 | }
35 | }
36 | }
37 | }
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 | using UnityEditor;
8 |
9 | ///
10 | /// Inspector class used to view UIDrawCalls.
11 | ///
12 |
13 | [CustomEditor(typeof(UIDrawCall))]
14 | public class UIDrawCallInspector : Editor
15 | {
16 | ///
17 | /// Draw the inspector widget.
18 | ///
19 |
20 | public override void OnInspectorGUI ()
21 | {
22 | if (Event.current.type == EventType.Repaint || Event.current.type == EventType.Layout)
23 | {
24 | UIDrawCall dc = target as UIDrawCall;
25 |
26 | UIPanel[] panels = (UIPanel[])Component.FindObjectsOfType(typeof(UIPanel));
27 |
28 | foreach (UIPanel p in panels)
29 | {
30 | if (p.drawCalls.Contains(dc))
31 | {
32 | EditorGUILayout.LabelField("Owner Panel", NGUITools.GetHierarchy(p.gameObject));
33 | EditorGUILayout.LabelField("Triangles", dc.triangles.ToString());
34 | return;
35 | }
36 | }
37 | if (Event.current.type == EventType.Repaint) Debug.LogWarning("Orphaned UIDrawCall detected!\nUse [Selection -> Force Delete] to get rid of it.");
38 | }
39 | }
40 | }
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 | using UnityEditor;
8 |
9 | [CustomEditor(typeof(UIScrollBar))]
10 | public class UIScrollBarInspector : Editor
11 | {
12 | public override void OnInspectorGUI ()
13 | {
14 | EditorGUIUtility.LookLikeControls(80f);
15 | UIScrollBar sb = target as UIScrollBar;
16 |
17 | NGUIEditorTools.DrawSeparator();
18 |
19 | float val = EditorGUILayout.Slider("Value", sb.scrollValue, 0f, 1f);
20 | float size = EditorGUILayout.Slider("Size", sb.barSize, 0f, 1f);
21 | float alpha = EditorGUILayout.Slider("Alpha", sb.alpha, 0f, 1f);
22 |
23 | NGUIEditorTools.DrawSeparator();
24 |
25 | UISprite bg = (UISprite)EditorGUILayout.ObjectField("Background", sb.background, typeof(UISprite), true);
26 | UISprite fg = (UISprite)EditorGUILayout.ObjectField("Foreground", sb.foreground, typeof(UISprite), true);
27 | UIScrollBar.Direction dir = (UIScrollBar.Direction)EditorGUILayout.EnumPopup("Direction", sb.direction);
28 | bool inv = EditorGUILayout.Toggle("Inverted", sb.inverted);
29 |
30 | if (sb.scrollValue != val ||
31 | sb.barSize != size ||
32 | sb.background != bg ||
33 | sb.foreground != fg ||
34 | sb.direction != dir ||
35 | sb.inverted != inv ||
36 | sb.alpha != alpha)
37 | {
38 | NGUIEditorTools.RegisterUndo("Scroll Bar Change", sb);
39 | sb.scrollValue = val;
40 | sb.barSize = size;
41 | sb.inverted = inv;
42 | sb.background = bg;
43 | sb.foreground = fg;
44 | sb.direction = dir;
45 | sb.alpha = alpha;
46 | UnityEditor.EditorUtility.SetDirty(sb);
47 | }
48 | }
49 | }
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 | using UnityEditor;
8 |
9 | ///
10 | /// Inspector class used to edit UISpriteAnimations.
11 | ///
12 |
13 | [CustomEditor(typeof(UISpriteAnimation))]
14 | public class UISpriteAnimationInspector : Editor
15 | {
16 | ///
17 | /// Draw the inspector widget.
18 | ///
19 |
20 | public override void OnInspectorGUI ()
21 | {
22 | NGUIEditorTools.DrawSeparator();
23 | EditorGUIUtility.LookLikeControls(80f);
24 | UISpriteAnimation anim = target as UISpriteAnimation;
25 |
26 | int fps = EditorGUILayout.IntField("Framerate", anim.framesPerSecond);
27 | fps = Mathf.Clamp(fps, 1, 60);
28 |
29 | if (anim.framesPerSecond != fps)
30 | {
31 | NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim);
32 | anim.framesPerSecond = fps;
33 | EditorUtility.SetDirty(anim);
34 | }
35 |
36 | string namePrefix = EditorGUILayout.TextField("Name Prefix", (anim.namePrefix != null) ? anim.namePrefix : "");
37 |
38 | if (anim.namePrefix != namePrefix)
39 | {
40 | NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim);
41 | anim.namePrefix = namePrefix;
42 | EditorUtility.SetDirty(anim);
43 | }
44 | }
45 | }
--------------------------------------------------------------------------------
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/Assets/Model2Sprite/NGUI/Scripts/Editor/UITextureInspector.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 | using UnityEditor;
8 | using System.Collections.Generic;
9 |
10 | ///
11 | /// Inspector class used to edit UITextures.
12 | ///
13 |
14 | [CustomEditor(typeof(UITexture))]
15 | public class UITextureInspector : UIWidgetInspector
16 | {
17 | override protected bool OnDrawProperties ()
18 | {
19 | Material mat = EditorGUILayout.ObjectField("Material", mWidget.material, typeof(Material), false) as Material;
20 |
21 | if (mWidget.material != mat)
22 | {
23 | NGUIEditorTools.RegisterUndo("Material Selection", mWidget);
24 | mWidget.material = mat;
25 | }
26 | return (mWidget.material != null);
27 | }
28 |
29 | override protected void OnDrawTexture ()
30 | {
31 | Texture2D tex = mWidget.mainTexture as Texture2D;
32 |
33 | if (tex != null)
34 | {
35 | // Draw the atlas
36 | EditorGUILayout.Separator();
37 | NGUIEditorTools.DrawSprite(tex, new Rect(0f, 0f, 1f, 1f), null);
38 |
39 | // Sprite size label
40 | Rect rect = GUILayoutUtility.GetRect(Screen.width, 18f);
41 | EditorGUI.DropShadowLabel(rect, "Texture Size: " + tex.width + "x" + tex.height);
42 | }
43 | }
44 | }
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/Assets/Model2Sprite/NGUI/Scripts/Editor/UITiledSpriteInspector.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 | using UnityEditor;
8 |
9 | ///
10 | /// Inspector class used to edit UITiledSprites.
11 | ///
12 |
13 | [CustomEditor(typeof(UITiledSprite))]
14 | public class UITiledSpriteInspector : UISlicedSpriteInspector
15 | {
16 | // No need to change anything
17 | }
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8 | userData:
9 |
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/Assets/Model2Sprite/NGUI/Scripts/Interaction/UIButton.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Similar to UIButtonColor, but adds a 'disabled' state based on whether the collider is enabled or not.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Interaction/Button")]
13 | public class UIButton : UIButtonColor
14 | {
15 | ///
16 | /// If the collider is disabled, assume the disabled color.
17 | ///
18 |
19 | protected override void OnEnable ()
20 | {
21 | if (isEnabled) base.OnEnable();
22 | else UpdateColor(false, true);
23 | }
24 |
25 | ///
26 | /// Whether the button should be enabled.
27 | ///
28 |
29 | public bool isEnabled
30 | {
31 | get
32 | {
33 | Collider col = collider;
34 | return col && col.enabled;
35 | }
36 | set
37 | {
38 | Collider col = collider;
39 | if (!col) return;
40 |
41 | if (col.enabled != value)
42 | {
43 | col.enabled = value;
44 | UpdateColor(value, false);
45 | }
46 | }
47 | }
48 |
49 | ///
50 | /// Update the button's color to either enabled or disabled state.
51 | ///
52 |
53 | void UpdateColor (bool shouldBeEnabled, bool immediate)
54 | {
55 | if (tweenTarget)
56 | {
57 | if (!mInitDone) Init();
58 |
59 | Color c = defaultColor;
60 |
61 | if (!shouldBeEnabled)
62 | {
63 | c.r *= 0.65f;
64 | c.g *= 0.65f;
65 | c.b *= 0.65f;
66 | }
67 |
68 | TweenColor tc = TweenColor.Begin(tweenTarget, 0.15f, c);
69 |
70 | if (immediate)
71 | {
72 | tc.color = c;
73 | tc.enabled = false;
74 | }
75 | }
76 | }
77 | }
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/Assets/Model2Sprite/NGUI/Scripts/Interaction/UIButtonMessage.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Sends a message to the remote object when something happens.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Interaction/Button Message")]
13 | public class UIButtonMessage : MonoBehaviour
14 | {
15 | public enum Trigger
16 | {
17 | OnClick,
18 | OnMouseOver,
19 | OnMouseOut,
20 | OnPress,
21 | OnRelease,
22 | OnDoubleClick,
23 | }
24 |
25 | public GameObject target;
26 | public string functionName;
27 | public Trigger trigger = Trigger.OnClick;
28 | public bool includeChildren = false;
29 |
30 | bool mStarted = false;
31 | bool mHighlighted = false;
32 |
33 | void Start () { mStarted = true; }
34 |
35 | void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); }
36 |
37 | void OnHover (bool isOver)
38 | {
39 | if (enabled)
40 | {
41 | if (((isOver && trigger == Trigger.OnMouseOver) ||
42 | (!isOver && trigger == Trigger.OnMouseOut))) Send();
43 | mHighlighted = isOver;
44 | }
45 | }
46 |
47 | void OnPress (bool isPressed)
48 | {
49 | if (enabled)
50 | {
51 | if (((isPressed && trigger == Trigger.OnPress) ||
52 | (!isPressed && trigger == Trigger.OnRelease))) Send();
53 | }
54 | }
55 |
56 | void OnClick () { if (enabled && trigger == Trigger.OnClick) Send(); }
57 |
58 | void OnDoubleClick () { if (enabled && trigger == Trigger.OnDoubleClick) Send(); }
59 |
60 | void Send ()
61 | {
62 | if (string.IsNullOrEmpty(functionName)) return;
63 | if (target == null) target = gameObject;
64 |
65 | if (includeChildren)
66 | {
67 | Transform[] transforms = target.GetComponentsInChildren();
68 |
69 | for (int i = 0, imax = transforms.Length; i < imax; ++i)
70 | {
71 | Transform t = transforms[i];
72 | t.gameObject.SendMessage(functionName, gameObject, SendMessageOptions.DontRequireReceiver);
73 | }
74 | }
75 | else
76 | {
77 | target.SendMessage(functionName, gameObject, SendMessageOptions.DontRequireReceiver);
78 | }
79 | }
80 | }
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/Assets/Model2Sprite/NGUI/Scripts/Interaction/UIButtonOffset.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Simple example script of how a button can be offset visibly when the mouse hovers over it or it gets pressed.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Interaction/Button Offset")]
13 | public class UIButtonOffset : MonoBehaviour
14 | {
15 | public Transform tweenTarget;
16 | public Vector3 hover = Vector3.zero;
17 | public Vector3 pressed = new Vector3(2f, -2f);
18 | public float duration = 0.2f;
19 |
20 | Vector3 mPos;
21 | bool mInitDone = false;
22 | bool mStarted = false;
23 | bool mHighlighted = false;
24 |
25 | void Start () { mStarted = true; }
26 |
27 | void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); }
28 |
29 | void OnDisable ()
30 | {
31 | if (tweenTarget != null)
32 | {
33 | TweenPosition tc = tweenTarget.GetComponent();
34 |
35 | if (tc != null)
36 | {
37 | tc.position = mPos;
38 | tc.enabled = false;
39 | }
40 | }
41 | }
42 |
43 | void Init ()
44 | {
45 | mInitDone = true;
46 | if (tweenTarget == null) tweenTarget = transform;
47 | mPos = tweenTarget.localPosition;
48 | }
49 |
50 | void OnPress (bool isPressed)
51 | {
52 | if (enabled)
53 | {
54 | if (!mInitDone) Init();
55 | TweenPosition.Begin(tweenTarget.gameObject, duration, isPressed ? mPos + pressed :
56 | (UICamera.IsHighlighted(gameObject) ? mPos + hover : mPos)).method = UITweener.Method.EaseInOut;
57 | }
58 | }
59 |
60 | void OnHover (bool isOver)
61 | {
62 | if (enabled)
63 | {
64 | if (!mInitDone) Init();
65 | TweenPosition.Begin(tweenTarget.gameObject, duration, isOver ? mPos + hover : mPos).method = UITweener.Method.EaseInOut;
66 | mHighlighted = isOver;
67 | }
68 | }
69 | }
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/Assets/Model2Sprite/NGUI/Scripts/Interaction/UIButtonRotation.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Simple example script of how a button can be rotated visibly when the mouse hovers over it or it gets pressed.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Interaction/Button Rotation")]
13 | public class UIButtonRotation : MonoBehaviour
14 | {
15 | public Transform tweenTarget;
16 | public Vector3 hover = Vector3.zero;
17 | public Vector3 pressed = Vector3.zero;
18 | public float duration = 0.2f;
19 |
20 | Quaternion mRot;
21 | bool mInitDone = false;
22 | bool mStarted = false;
23 | bool mHighlighted = false;
24 |
25 | void Start () { mStarted = true; }
26 |
27 | void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); }
28 |
29 | void OnDisable ()
30 | {
31 | if (tweenTarget != null)
32 | {
33 | TweenRotation tc = tweenTarget.GetComponent();
34 |
35 | if (tc != null)
36 | {
37 | tc.rotation = mRot;
38 | tc.enabled = false;
39 | }
40 | }
41 | }
42 |
43 | void Init ()
44 | {
45 | mInitDone = true;
46 | if (tweenTarget == null) tweenTarget = transform;
47 | mRot = tweenTarget.localRotation;
48 | }
49 |
50 | void OnPress (bool isPressed)
51 | {
52 | if (enabled)
53 | {
54 | if (!mInitDone) Init();
55 | TweenRotation.Begin(tweenTarget.gameObject, duration, isPressed ? mRot * Quaternion.Euler(pressed) :
56 | (UICamera.IsHighlighted(gameObject) ? mRot * Quaternion.Euler(hover) : mRot)).method = UITweener.Method.EaseInOut;
57 | }
58 | }
59 |
60 | void OnHover (bool isOver)
61 | {
62 | if (enabled)
63 | {
64 | if (!mInitDone) Init();
65 | TweenRotation.Begin(tweenTarget.gameObject, duration, isOver ? mRot * Quaternion.Euler(hover) : mRot).method = UITweener.Method.EaseInOut;
66 | mHighlighted = isOver;
67 | }
68 | }
69 | }
--------------------------------------------------------------------------------
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/Assets/Model2Sprite/NGUI/Scripts/Interaction/UIButtonScale.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Simple example script of how a button can be scaled visibly when the mouse hovers over it or it gets pressed.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Interaction/Button Scale")]
13 | public class UIButtonScale : MonoBehaviour
14 | {
15 | public Transform tweenTarget;
16 | public Vector3 hover = new Vector3(1.1f, 1.1f, 1.1f);
17 | public Vector3 pressed = new Vector3(1.05f, 1.05f, 1.05f);
18 | public float duration = 0.2f;
19 |
20 | Vector3 mScale;
21 | bool mInitDone = false;
22 | bool mStarted = false;
23 | bool mHighlighted = false;
24 |
25 | void Start () { mStarted = true; }
26 |
27 | void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); }
28 |
29 | void OnDisable ()
30 | {
31 | if (tweenTarget != null)
32 | {
33 | TweenScale tc = tweenTarget.GetComponent();
34 |
35 | if (tc != null)
36 | {
37 | tc.scale = mScale;
38 | tc.enabled = false;
39 | }
40 | }
41 | }
42 |
43 | void Init ()
44 | {
45 | mInitDone = true;
46 | if (tweenTarget == null) tweenTarget = transform;
47 | mScale = tweenTarget.localScale;
48 | }
49 |
50 | void OnPress (bool isPressed)
51 | {
52 | if (enabled)
53 | {
54 | if (!mInitDone) Init();
55 | TweenScale.Begin(tweenTarget.gameObject, duration, isPressed ? Vector3.Scale(mScale, pressed) :
56 | (UICamera.IsHighlighted(gameObject) ? Vector3.Scale(mScale, hover) : mScale)).method = UITweener.Method.EaseInOut;
57 | }
58 | }
59 |
60 | void OnHover (bool isOver)
61 | {
62 | if (enabled)
63 | {
64 | if (!mInitDone) Init();
65 | TweenScale.Begin(tweenTarget.gameObject, duration, isOver ? Vector3.Scale(mScale, hover) : mScale).method = UITweener.Method.EaseInOut;
66 | mHighlighted = isOver;
67 | }
68 | }
69 | }
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/Assets/Model2Sprite/NGUI/Scripts/Interaction/UIButtonSound.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Plays the specified sound.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Interaction/Button Sound")]
13 | public class UIButtonSound : MonoBehaviour
14 | {
15 | public enum Trigger
16 | {
17 | OnClick,
18 | OnMouseOver,
19 | OnMouseOut,
20 | OnPress,
21 | OnRelease,
22 | }
23 |
24 | public AudioClip audioClip;
25 | public Trigger trigger = Trigger.OnClick;
26 | public float volume = 1f;
27 | public float pitch = 1f;
28 |
29 | void OnHover (bool isOver)
30 | {
31 | if (enabled && ((isOver && trigger == Trigger.OnMouseOver) || (!isOver && trigger == Trigger.OnMouseOut)))
32 | {
33 | NGUITools.PlaySound(audioClip, volume, pitch);
34 | }
35 | }
36 |
37 | void OnPress (bool isPressed)
38 | {
39 | if (enabled && ((isPressed && trigger == Trigger.OnPress) || (!isPressed && trigger == Trigger.OnRelease)))
40 | {
41 | NGUITools.PlaySound(audioClip, volume, pitch);
42 | }
43 | }
44 |
45 | void OnClick ()
46 | {
47 | if (enabled && trigger == Trigger.OnClick)
48 | {
49 | NGUITools.PlaySound(audioClip, volume, pitch);
50 | }
51 | }
52 | }
--------------------------------------------------------------------------------
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/Assets/Model2Sprite/NGUI/Scripts/Interaction/UICheckboxControlledComponent.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Example script showing how to activate or deactivate a MonoBehaviour when OnActivate event is received.
10 | /// OnActivate event is sent out by the UICheckbox script.
11 | ///
12 |
13 | [AddComponentMenu("NGUI/Interaction/Checkbox Controlled Component")]
14 | public class UICheckboxControlledComponent : MonoBehaviour
15 | {
16 | public MonoBehaviour target;
17 | public bool inverse = false;
18 |
19 | void OnActivate (bool isActive)
20 | {
21 | if (enabled && target != null) target.enabled = inverse ? !isActive : isActive;
22 | }
23 | }
--------------------------------------------------------------------------------
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/Assets/Model2Sprite/NGUI/Scripts/Interaction/UICheckboxControlledObject.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Example script showing how to activate or deactivate a game object when OnActivate event is received.
10 | /// OnActivate event is sent out by the UICheckbox script.
11 | ///
12 |
13 | [AddComponentMenu("NGUI/Interaction/Checkbox Controlled Object")]
14 | public class UICheckboxControlledObject : MonoBehaviour
15 | {
16 | public GameObject target;
17 | public bool inverse = false;
18 |
19 | void OnActivate (bool isActive)
20 | {
21 | if (target != null) NGUITools.SetActive(target, inverse ? !isActive : isActive);
22 | }
23 | }
--------------------------------------------------------------------------------
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Similar to SpringPosition, but also moves the panel's clipping.
10 | ///
11 |
12 | [RequireComponent(typeof(UIPanel))]
13 | [AddComponentMenu("NGUI/Internal/Spring Panel")]
14 | public class SpringPanel : IgnoreTimeScale
15 | {
16 | public Vector3 target = Vector3.zero;
17 | public float strength = 10f;
18 |
19 | UIPanel mPanel;
20 | Transform mTrans;
21 | float mThreshold = 0f;
22 | UIDraggablePanel mDrag;
23 |
24 | ///
25 | /// Cache the transform.
26 | ///
27 |
28 | void Start ()
29 | {
30 | mPanel = GetComponent();
31 | mDrag = GetComponent();
32 | mTrans = transform;
33 | }
34 |
35 | ///
36 | /// Advance toward the target position.
37 | ///
38 |
39 | void Update ()
40 | {
41 | float delta = UpdateRealTimeDelta();
42 |
43 | if (mThreshold == 0f) mThreshold = (target - mTrans.localPosition).magnitude * 0.005f;
44 |
45 | Vector3 before = mTrans.localPosition;
46 | mTrans.localPosition = NGUIMath.SpringLerp(mTrans.localPosition, target, strength, delta);
47 |
48 | Vector3 offset = mTrans.localPosition - before;
49 | Vector4 cr = mPanel.clipRange;
50 | cr.x -= offset.x;
51 | cr.y -= offset.y;
52 | mPanel.clipRange = cr;
53 |
54 | if (mDrag != null) mDrag.UpdateScrollbars(false);
55 | if (mThreshold >= (target - mTrans.localPosition).magnitude) enabled = false;
56 | }
57 |
58 | ///
59 | /// Start the tweening process.
60 | ///
61 |
62 | static public SpringPanel Begin (GameObject go, Vector3 pos, float strength)
63 | {
64 | SpringPanel sp = go.GetComponent();
65 | if (sp == null) sp = go.AddComponent();
66 | sp.target = pos;
67 | sp.strength = strength;
68 |
69 | if (!sp.enabled)
70 | {
71 | sp.mThreshold = 0f;
72 | sp.enabled = true;
73 | }
74 | return sp;
75 | }
76 | }
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Tween the object's color.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Tween/Color")]
13 | public class TweenColor : UITweener
14 | {
15 | public Color from = Color.white;
16 | public Color to = Color.white;
17 |
18 | Transform mTrans;
19 | UIWidget mWidget;
20 | Material mMat;
21 | Light mLight;
22 |
23 | ///
24 | /// Current color.
25 | ///
26 |
27 | public Color color
28 | {
29 | get
30 | {
31 | if (mWidget != null) return mWidget.color;
32 | if (mLight != null) return mLight.color;
33 | if (mMat != null) return mMat.color;
34 | return Color.black;
35 | }
36 | set
37 | {
38 | if (mWidget != null) mWidget.color = value;
39 | if (mMat != null) mMat.color = value;
40 |
41 | if (mLight != null)
42 | {
43 | mLight.color = value;
44 | mLight.enabled = (value.r + value.g + value.b) > 0.01f;
45 | }
46 | }
47 | }
48 |
49 | ///
50 | /// Find all needed components.
51 | ///
52 |
53 | void Awake ()
54 | {
55 | mWidget = GetComponentInChildren();
56 | Renderer ren = renderer;
57 | if (ren != null) mMat = ren.material;
58 | mLight = light;
59 | }
60 |
61 | ///
62 | /// Interpolate and update the color.
63 | ///
64 |
65 | override protected void OnUpdate (float factor) { color = from * (1f - factor) + to * factor; }
66 |
67 | ///
68 | /// Start the tweening operation.
69 | ///
70 |
71 | static public TweenColor Begin (GameObject go, float duration, Color color)
72 | {
73 | TweenColor comp = UITweener.Begin(go, duration);
74 | comp.from = comp.color;
75 | comp.to = color;
76 | return comp;
77 | }
78 | }
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Tween the object's position.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Tween/Position")]
13 | public class TweenPosition : UITweener
14 | {
15 | public Vector3 from;
16 | public Vector3 to;
17 |
18 | Transform mTrans;
19 |
20 | public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } }
21 | public Vector3 position { get { return cachedTransform.localPosition; } set { cachedTransform.localPosition = value; } }
22 |
23 | override protected void OnUpdate (float factor) { cachedTransform.localPosition = from * (1f - factor) + to * factor; }
24 |
25 | ///
26 | /// Start the tweening operation.
27 | ///
28 |
29 | static public TweenPosition Begin (GameObject go, float duration, Vector3 pos)
30 | {
31 | TweenPosition comp = UITweener.Begin(go, duration);
32 | comp.from = comp.position;
33 | comp.to = pos;
34 | return comp;
35 | }
36 | }
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/Assets/Model2Sprite/NGUI/Scripts/Tweening/TweenRotation.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Tween the object's rotation.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Tween/Rotation")]
13 | public class TweenRotation : UITweener
14 | {
15 | public Vector3 from;
16 | public Vector3 to;
17 |
18 | Transform mTrans;
19 |
20 | public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } }
21 | public Quaternion rotation { get { return cachedTransform.localRotation; } set { cachedTransform.localRotation = value; } }
22 |
23 | override protected void OnUpdate (float factor)
24 | {
25 | cachedTransform.localRotation = Quaternion.Slerp(Quaternion.Euler(from), Quaternion.Euler(to), factor);
26 | }
27 |
28 | ///
29 | /// Start the tweening operation.
30 | ///
31 |
32 | static public TweenRotation Begin (GameObject go, float duration, Quaternion rot)
33 | {
34 | TweenRotation comp = UITweener.Begin(go, duration);
35 | comp.from = comp.rotation.eulerAngles;
36 | comp.to = rot.eulerAngles;
37 | return comp;
38 | }
39 | }
--------------------------------------------------------------------------------
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/Assets/Model2Sprite/NGUI/Scripts/Tweening/TweenScale.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Tween the object's local scale.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Tween/Scale")]
13 | public class TweenScale : UITweener
14 | {
15 | public Vector3 from = Vector3.one;
16 | public Vector3 to = Vector3.one;
17 | public bool updateTable = false;
18 |
19 | Transform mTrans;
20 | UITable mTable;
21 |
22 | public Transform cachedTransform { get { if (mTrans == null) mTrans = transform; return mTrans; } }
23 |
24 | public Vector3 scale { get { return cachedTransform.localScale; } set { cachedTransform.localScale = value; } }
25 |
26 | override protected void OnUpdate (float factor)
27 | {
28 | cachedTransform.localScale = from * (1f - factor) + to * factor;
29 |
30 | if (updateTable)
31 | {
32 | if (mTable == null)
33 | {
34 | mTable = NGUITools.FindInParents(gameObject);
35 | if (mTable == null) { updateTable = false; return; }
36 | }
37 | mTable.repositionNow = true;
38 | }
39 | }
40 |
41 | ///
42 | /// Start the tweening operation.
43 | ///
44 |
45 | static public TweenScale Begin (GameObject go, float duration, Vector3 scale)
46 | {
47 | TweenScale comp = UITweener.Begin(go, duration);
48 | comp.from = comp.scale;
49 | comp.to = scale;
50 | return comp;
51 | }
52 | }
--------------------------------------------------------------------------------
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Tween the object's position, rotation and scale.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Tween/Transform")]
13 | public class TweenTransform : UITweener
14 | {
15 | public Transform from;
16 | public Transform to;
17 |
18 | Transform mTrans;
19 |
20 | override protected void OnUpdate (float factor)
21 | {
22 | if (from != null && to != null)
23 | {
24 | if (mTrans == null) mTrans = transform;
25 | mTrans.position = from.position * (1f - factor) + to.position * factor;
26 | mTrans.localScale = from.localScale * (1f - factor) + to.localScale * factor;
27 | mTrans.rotation = Quaternion.Slerp(from.rotation, to.rotation, factor);
28 | }
29 | }
30 |
31 | ///
32 | /// Start the tweening operation.
33 | ///
34 |
35 | static public TweenTransform Begin (GameObject go, float duration, Transform from, Transform to)
36 | {
37 | TweenTransform comp = UITweener.Begin(go, duration);
38 | comp.from = from;
39 | comp.to = to;
40 | return comp;
41 | }
42 | }
--------------------------------------------------------------------------------
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/Assets/Model2Sprite/NGUI/Scripts/Tweening/TweenVolume.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Tween the audio source's volume.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/Tween/Volume")]
13 | public class TweenVolume : UITweener
14 | {
15 | public float from = 0f;
16 | public float to = 1f;
17 |
18 | AudioSource mSource;
19 |
20 | ///
21 | /// Cached version of 'audio', as it's always faster to cache.
22 | ///
23 |
24 | public AudioSource audioSource
25 | {
26 | get
27 | {
28 | if (mSource == null)
29 | {
30 | mSource = audio;
31 |
32 | if (mSource == null)
33 | {
34 | mSource = GetComponentInChildren();
35 |
36 | if (mSource == null)
37 | {
38 | Debug.LogError("TweenVolume needs an AudioSource to work with", this);
39 | enabled = false;
40 | }
41 | }
42 | }
43 | return mSource;
44 | }
45 | }
46 |
47 | ///
48 | /// Audio source's current volume.
49 | ///
50 |
51 | public float volume { get { return audioSource.volume; } set { audioSource.volume = value; } }
52 |
53 | ///
54 | /// Tween update function.
55 | ///
56 |
57 | override protected void OnUpdate (float factor)
58 | {
59 | volume = from * (1f - factor) + to * factor;
60 | mSource.enabled = (mSource.volume > 0.01f);
61 | }
62 |
63 | ///
64 | /// Start the tweening operation.
65 | ///
66 |
67 | static public TweenVolume Begin (GameObject go, float duration, float targetVolume)
68 | {
69 | TweenVolume comp = UITweener.Begin(go, duration);
70 | comp.from = comp.volume;
71 | comp.to = targetVolume;
72 | return comp;
73 | }
74 | }
--------------------------------------------------------------------------------
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/Assets/Model2Sprite/NGUI/Scripts/UI/UIAtlas.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 | using System.Collections.Generic;
8 | using System;
9 |
10 | ///
11 | /// UI Atlas contains a collection of sprites inside one large texture atlas.
12 | ///
13 |
14 | [AddComponentMenu("NGUI/UI/Atlas")]
15 | public class UIAtlas : UIBaseAtlas
16 | {
17 | }
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/Assets/Model2Sprite/NGUI/Scripts/UI/UICamera.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 | using System.Collections.Generic;
8 |
9 | ///
10 | /// This script should be attached to each camera that's used to draw the objects with
11 | /// UI components on them. This may mean only one camera (main camera or your UI camera),
12 | /// or multiple cameras if you happen to have multiple viewports. Failing to attach this
13 | /// script simply means that objects drawn by this camera won't receive UI notifications:
14 | ///
15 | /// - OnHover (isOver) is sent when the mouse hovers over a collider or moves away.
16 | /// - OnPress (isDown) is sent when a mouse button gets pressed on the collider.
17 | /// - OnSelect (selected) is sent when a mouse button is released on the same object as it was pressed on.
18 | /// - OnClick (int button) is sent with the same conditions as OnSelect, with the added check to see if the mouse has not moved much.
19 | /// - OnDoubleClick (int button) is sent when the click happens twice within a fourth of a second.
20 | /// - OnDrag (delta) is sent when a mouse or touch gets pressed on a collider and starts dragging it.
21 | /// - OnDrop (gameObject) is sent when the mouse or touch get released on a different collider than the one that was being dragged.
22 | /// - OnInput (text) is sent when typing (after selecting a collider by clicking on it).
23 | /// - OnTooltip (show) is sent when the mouse hovers over a collider for some time without moving.
24 | /// - OnScroll (float delta) is sent out when the mouse scroll wheel is moved.
25 | /// - OnKey (KeyCode key) is sent when keyboard or controller input is used.
26 | ///
27 |
28 | [ExecuteInEditMode]
29 | [AddComponentMenu("NGUI/UI/Camera")]
30 | [RequireComponent(typeof(Camera))]
31 | public class UICamera : UIBaseCamera
32 | {
33 | }
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/Assets/Model2Sprite/NGUI/Scripts/UI/UIFont.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 | using System.Collections.Generic;
8 | using System.Text;
9 |
10 | ///
11 | /// UIFont contains everything needed to be able to print text.
12 | ///
13 |
14 | [ExecuteInEditMode]
15 | [AddComponentMenu("NGUI/UI/Font")]
16 | public class UIFont : UIBaseFont
17 | {
18 | }
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/Assets/Model2Sprite/NGUI/Scripts/UI/UIInput.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Editable text input field.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/UI/Input (Basic)")]
13 | public class UIInput : UIBaseInput
14 | {
15 | }
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/Assets/Model2Sprite/NGUI/Scripts/UI/UIInputSaved.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Editable text input field that automatically saves its data to PlayerPrefs.
10 | ///
11 |
12 | [AddComponentMenu("NGUI/UI/Input (Saved)")]
13 | public class UIInputSaved : UIInput
14 | {
15 | public string playerPrefsField;
16 |
17 | void Start ()
18 | {
19 | Init();
20 |
21 | if (!string.IsNullOrEmpty(playerPrefsField) && PlayerPrefs.HasKey(playerPrefsField))
22 | {
23 | text = PlayerPrefs.GetString(playerPrefsField);
24 | }
25 | }
26 |
27 | void OnApplicationQuit ()
28 | {
29 | if (!string.IsNullOrEmpty(playerPrefsField))
30 | {
31 | PlayerPrefs.SetString(playerPrefsField, text);
32 | }
33 | }
34 | }
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/Assets/Model2Sprite/NGUI/Scripts/UI/UILocalize.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Simple script that lets you localize a UIWidget.
10 | ///
11 |
12 | [RequireComponent(typeof(UIWidget))]
13 | [AddComponentMenu("NGUI/UI/Localize")]
14 | public class UILocalize : MonoBehaviour
15 | {
16 | ///
17 | /// Localization key.
18 | ///
19 |
20 | public string key;
21 |
22 | string mLanguage;
23 | bool mStarted = false;
24 |
25 | ///
26 | /// This function is called by the Localization manager via a broadcast SendMessage.
27 | ///
28 |
29 | void OnLocalize (Localization loc)
30 | {
31 | if (mLanguage != loc.currentLanguage)
32 | {
33 | UIWidget w = GetComponent();
34 | UILabel lbl = w as UILabel;
35 | UISprite sp = w as UISprite;
36 |
37 | // If no localization key has been specified, use the label's text as the key
38 | if (string.IsNullOrEmpty(mLanguage) && string.IsNullOrEmpty(key) && lbl != null) key = lbl.text;
39 |
40 | // If we still don't have a key, use the widget's name
41 | string val = string.IsNullOrEmpty(key) ? loc.Get(w.name) : loc.Get(key);
42 |
43 | if (lbl != null)
44 | {
45 | lbl.text = val;
46 | }
47 | else if (sp != null)
48 | {
49 | sp.spriteName = val;
50 | sp.MakePixelPerfect();
51 | }
52 | mLanguage = loc.currentLanguage;
53 | }
54 | }
55 |
56 | ///
57 | /// Localize the widget on enable, but only if it has been started already.
58 | ///
59 |
60 | void OnEnable ()
61 | {
62 | if (mStarted && Localization.instance != null) OnLocalize(Localization.instance);
63 | }
64 |
65 | ///
66 | /// Localize the widget on start.
67 | ///
68 |
69 | void Start ()
70 | {
71 | mStarted = true;
72 | if (Localization.instance != null) OnLocalize(Localization.instance);
73 | }
74 | }
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/Assets/Model2Sprite/NGUI/Scripts/UI/UIOrthoCamera.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// Convenience script that resizes the camera's orthographic size to match the screen size.
10 | /// This script can be used to create pixel-perfect UI, however it's usually more convenient
11 | /// to create the UI that stays proportional as the screen scales. If that is what you
12 | /// want, you don't need this script (or at least don't need it to be active).
13 | ///
14 |
15 | [ExecuteInEditMode]
16 | [RequireComponent(typeof(Camera))]
17 | [AddComponentMenu("NGUI/UI/Orthographic Camera")]
18 | public class UIOrthoCamera : MonoBehaviour
19 | {
20 | Camera mCam;
21 | Transform mTrans;
22 |
23 | void Start ()
24 | {
25 | mCam = camera;
26 | mTrans = transform;
27 | mCam.orthographic = true;
28 | }
29 |
30 | void Update ()
31 | {
32 | float y0 = mCam.rect.yMin * Screen.height;
33 | float y1 = mCam.rect.yMax * Screen.height;
34 |
35 | float size = (y1 - y0) * 0.5f * mTrans.lossyScale.y;
36 | if (!Mathf.Approximately(mCam.orthographicSize, size)) mCam.orthographicSize = size;
37 | }
38 | }
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/Assets/Model2Sprite/NGUI/Scripts/UI/UISprite.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 | using System.Collections.Generic;
8 |
9 | ///
10 | /// Very simple UI sprite -- a simple quad of specified size, drawn using a part of the texture atlas.
11 | ///
12 |
13 | [ExecuteInEditMode]
14 | [AddComponentMenu("NGUI/UI/Sprite (Basic)")]
15 | public class UISprite : UIBaseSprite
16 | {
17 | }
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/Assets/Model2Sprite/NGUI/Scripts/UI/UITexture.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 | using System.Collections.Generic;
8 |
9 | ///
10 | /// If you don't have or don't wish to create an atlas, you can simply use this script to draw a texture.
11 | /// Keep in mind though that this will create an extra draw call with each UITexture present, so it's
12 | /// best to use it only for backgrounds or temporary visible widgets.
13 | ///
14 |
15 | [ExecuteInEditMode]
16 | [AddComponentMenu("NGUI/UI/Texture")]
17 | public class UITexture : UIWidget
18 | {
19 | ///
20 | /// UI textures should keep the material reference.
21 | ///
22 |
23 | public override bool keepMaterial { get { return true; } }
24 |
25 | ///
26 | /// Adjust the scale of the widget to make it pixel-perfect.
27 | ///
28 |
29 | override public void MakePixelPerfect ()
30 | {
31 | Texture tex = mainTexture;
32 |
33 | if (tex != null)
34 | {
35 | Vector3 scale = cachedTransform.localScale;
36 | scale.x = tex.width;
37 | scale.y = tex.height;
38 | scale.z = 1f;
39 | cachedTransform.localScale = scale;
40 | }
41 | base.MakePixelPerfect();
42 | }
43 |
44 | ///
45 | /// Virtual function called by the UIScreen that fills the buffers.
46 | ///
47 |
48 | override public void OnFill (BetterList verts, BetterList uvs, BetterList cols)
49 | {
50 | verts.Add(new Vector3(1f, 0f, 0f));
51 | verts.Add(new Vector3(1f, -1f, 0f));
52 | verts.Add(new Vector3(0f, -1f, 0f));
53 | verts.Add(new Vector3(0f, 0f, 0f));
54 |
55 | uvs.Add(Vector2.one);
56 | uvs.Add(new Vector2(1f, 0f));
57 | uvs.Add(Vector2.zero);
58 | uvs.Add(new Vector2(0f, 1f));
59 |
60 | cols.Add(color);
61 | cols.Add(color);
62 | cols.Add(color);
63 | cols.Add(color);
64 | }
65 | }
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/Assets/Model2Sprite/NGUI/Scripts/UI/UIViewport.cs:
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1 | //----------------------------------------------
2 | // NGUI: Next-Gen UI kit
3 | // Copyright © 2011-2012 Tasharen Entertainment
4 | //----------------------------------------------
5 |
6 | using UnityEngine;
7 |
8 | ///
9 | /// This script can be used to restrict camera rendering to a specific part of the screen by specifying the two corners.
10 | ///
11 |
12 | [ExecuteInEditMode]
13 | [RequireComponent(typeof(Camera))]
14 | [AddComponentMenu("NGUI/UI/Viewport Camera")]
15 | public class UIViewport : MonoBehaviour
16 | {
17 | public Camera sourceCamera;
18 | public Transform topLeft;
19 | public Transform bottomRight;
20 | public float fullSize = 1f;
21 |
22 | Camera mCam;
23 |
24 | void Start ()
25 | {
26 | mCam = camera;
27 | if (sourceCamera == null) sourceCamera = Camera.main;
28 | }
29 |
30 | void LateUpdate ()
31 | {
32 | if (topLeft != null && bottomRight != null)
33 | {
34 | Vector3 tl = sourceCamera.WorldToScreenPoint(topLeft.position);
35 | Vector3 br = sourceCamera.WorldToScreenPoint(bottomRight.position);
36 |
37 | Rect rect = new Rect(tl.x / Screen.width, br.y / Screen.height,
38 | (br.x - tl.x) / Screen.width, (tl.y - br.y) / Screen.height);
39 |
40 | float size = fullSize * rect.height;
41 |
42 | if (rect != mCam.rect) mCam.rect = rect;
43 | if (mCam.orthographicSize != size) mCam.orthographicSize = size;
44 | }
45 | }
46 | }
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/Assets/Model2Sprite/Scripts/CamController.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// camera control manager
6 | ///
7 | public class CamController : MonoBehaviour {
8 | public Transform dummy;
9 | Vector3 direct = new Vector3(0f, 0f, 0f);
10 | float dist = 0f;
11 |
12 | void OnSliderChangeX(float val){
13 | direct = new Vector3((val+0.5f)*360f, direct.y, 0f);
14 | dummy.rotation = Quaternion.Euler(direct);
15 | transform.LookAt(dummy);
16 | }
17 |
18 | void OnSliderChangeY(float val){
19 | direct = new Vector3(direct.x, (val+0.5f)*360f, 0f);
20 | dummy.rotation = Quaternion.Euler(direct);
21 | transform.LookAt(dummy);
22 | }
23 |
24 | void OnSliderChangeH(float val){
25 | Vector3 pos = new Vector3(0f, (0.5f-val)*8f, 0f);
26 | dummy.position = pos;
27 | }
28 |
29 | void Start () {
30 | dist = Vector3.Distance(transform.position, dummy.position);
31 | }
32 | }
33 |
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/README.md:
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1 | 2D-Animated Sequences Making Tool
2 | =================================
3 |
4 | Overview :
5 | - To make it easier for beginners to understand
6 | - the short length of the source code was created.
7 |
8 | Testing in Unity Editor :
9 | - Run ".../Scenes/Game.unity"!
10 | - Click play button in unity editor.
11 | - Click record button in game view.
12 | - Main code is ".../Scripts/CaptureManager.cs".
13 | - "C:\Users\YourAccount\Pictures\Captures" folder is used.
14 |
15 | Build & Run :
16 | - Configure "Build Setting" sub menu in File Menu.
17 | - Set Build Platform & Press "Run & Build" Button.
18 | - Set Your Build Folder.
19 |
20 | Note :
21 | - "Transparency Capture" was used and should be installed.
22 | - NGUI free version was used.
23 | - 3D character model with mecanim included.
24 | - Unity 2D & Mecanim, such as prior knowledge is required for studying.
25 |
26 | Contact :
27 | - Homepage Link : http://qatop.com
28 | - Facebook Link : http://facebook.com/buntgames
29 |
30 |
31 | [](http://www.youtube.com/watch?v=vlreTPhplDQ)
32 |
33 |
34 | [](http://www.youtube.com/watch?v=E7oWrSpjGls)
35 |
36 |
37 | [](http://www.youtube.com/watch?v=9IcwD9ZB5nM)
38 |
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