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Final/Assets/Game/Scripts.meta b/Final Lab/Jogo Final/Assets/Game/Scripts.meta new file mode 100644 index 00000000..a18ca248 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e6ebc9ff619713940b250f4e449d6745 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundScaler.cs b/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundScaler.cs new file mode 100644 index 00000000..36649603 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundScaler.cs @@ -0,0 +1,49 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Classe responsavel pela escala do background do jogo +/// +public class BackgroundScaler : MonoBehaviour +{ + private Vector3 startScale; // defino meu startScale como um vector3 eprivate + + /// + /// Armazena as variaveis da tela + /// + public enum ScaleType + { + x, // variavel x + y, // variavel y + all // variavel all + } + + public ScaleType scaleType = ScaleType.all; // defino scaleType como public e atribu all + + /// + /// Start is called on the frame when a script is enabled just before + /// any of the Update methods is called the first time. + /// + void Start() + { + startScale = transform.localScale; // Atribuo startScale para uma mudação de local + + FitToScreen(); // executo FitToScreen + } + + + /// + /// Responsavel pelo ajuste da tela + /// + void FitToScreen() + { + float height = Camera.main.orthographicSize * 2; // mudo minha altura + float width = height * Screen.width / Screen.height; // mudo minha largura + + float newWidth = (scaleType == ScaleType.all || scaleType == ScaleType.x) ? width : startScale.x; // defino uma nova largura + float newHeight = (scaleType == ScaleType.all || scaleType == ScaleType.y) ? height : startScale.y; // defino uma nov altura + + transform.localScale = new Vector3(newWidth, newHeight, startScale.z); // muda minha posição do vector3 + } +} diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundScaler.cs.meta b/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundScaler.cs.meta new file mode 100644 index 00000000..60ea3f7f --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundScaler.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8c3e887e7c658ca498ccbe51a54ef6e5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundTextureAnimator.cs b/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundTextureAnimator.cs new file mode 100644 index 00000000..94e14441 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundTextureAnimator.cs @@ -0,0 +1,35 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Classe responsavel pela animação do background +/// +public class BackgroundTextureAnimator : MonoBehaviour // defino a classe como public +{ + private Material mat; // defino mat como privado + private Vector2 offset; // defino offset como privador + + public float factor = 40f; // defino factor como public e float + + public GameConfiguration config; // defino config como public + /// + /// Start is called on the frame when a script is enabled just before + /// any of the Update methods is called the first time. + /// + void Start() + { + mat = GetComponent().material; // defino mat como um renderizador que tem a função de fazer um objeto aparecer na tela. + offset = mat.GetTextureOffset("_MainTex"); // defino meu offset sendo mat.GetTextureOffset("_MainTex") + } + + // Update is called once per frame + /// + /// Update is called every frame, if the MonoBehaviour is enabled. + /// + void Update() + { + offset.x = offset.x + ((config.speed / factor) * Time.deltaTime); //defino a velocidade e faço uma multiplicação com meu tempo + mat.SetTextureOffset("_MainTex", offset); // executo meu mat + } +} diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundTextureAnimator.cs.meta b/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundTextureAnimator.cs.meta new file mode 100644 index 00000000..30ecdafc --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/BackgroundTextureAnimator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c0469ee6aa079dd44adc1d44069a77ab +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/GameConfiguration.cs b/Final Lab/Jogo Final/Assets/Game/Scripts/GameConfiguration.cs new file mode 100644 index 00000000..2e63a78c --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/GameConfiguration.cs @@ -0,0 +1,15 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[CreateAssetMenu(fileName = "Config", menuName = "Game Runner/GameConfiguration", order = 1)] // crio um menu + +/// +/// Classe responsavel pelo configuração do game +/// +public class GameConfiguration : ScriptableObject // defino como uma classe publica +{ + public float speed = 4f; // defino a classe speed como public e float e defino a velocidade de 4f + public float minRangeObstacleGenerator; // defino minRangeObstacleGenerator como float e public + public float maxRangeObstacleGenerator; // defino maxRangeObstacleGenerator como float e public +} diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/GameConfiguration.cs.meta b/Final Lab/Jogo Final/Assets/Game/Scripts/GameConfiguration.cs.meta new file mode 100644 index 00000000..0710d608 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/GameConfiguration.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 116c0d68f011a754a93c53c5f3b5e033 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/GameController.cs b/Final Lab/Jogo Final/Assets/Game/Scripts/GameController.cs new file mode 100644 index 00000000..4f72887b --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/GameController.cs @@ -0,0 +1,159 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using TMPro; +using UnityEngine.SceneManagement; + +/// +/// Responsavel pelo controle dos parametros do jogo +/// +public class GameController : MonoBehaviour +{ + private bool isGamingRunning; // defino isgamingrunning como private e booleano + private int score; // defino score como private e int + private int currentLevelIndex; // defino currentlevelindex como private e int + + public ObstacleGenerator generator; //defino generator como pubic + public GameConfiguration config; //defino config como public + public TextMeshProUGUI scoreLabel; // defino scorelabel como public + + public GameUI gameStartUI; // defino gamestartui como public + public GameUI gameOverUI; //defino gameroverui como public + + public Player player;//defino player como public + public LevelConfiguration[] levels; // defino levels como public + + /// + /// Start is called on the frame when a script is enabled just before + /// any of the Update methods is called the first time. + /// + void Start() + { + isGamingRunning = false;// jogo para falso + + gameStartUI.gameObject.SetActive(true); // jogo para verdadeiro + + gameOverUI.gameObject.SetActive(false);// jogo para falso + + gameStartUI.Show(); // inicio o gameStartUI + + config.speed = 0f; // defino a velocidade para 0f + + } + + /// + /// Responsavel por dar updates no game a cada frame + /// + private void FixedUpdate() // é chamado 60 vezes per sec + { + if ( isGamingRunning == true) + { + scoreLabel.text = score.ToString("000000.##"); // inicio para 60 + } + + if (!isGamingRunning) return; //se meu jogo for diferente do jogo começando + score++; // incrimento meu score + CheckLevelUpdate();//inicio a função + } + + /// + /// Responsavel por checkar o score e caso sim, aumentar o level do game +/// + private void CheckLevelUpdate() // checando meu level + { + if (currentLevelIndex >= levels.Length - 1 ) return; // se meu level for > ou igual + if (score < levels[currentLevelIndex + 1].minScore) return; // se meu score for < que level + currentLevelIndex++;//adiciono ++ no meu currentlevelindex + + SetCurrentLevelConfiguration();//inicio a função + } + + /// + /// Responsavel por setar os parametros do level + /// + private void SetCurrentLevelConfiguration() // definição do level + { + LevelConfiguration level = levels[currentLevelIndex]; // indexo meu level + config.speed = level.speed; // mudo meu speed para level speed + config.minRangeObstacleGenerator = level.minRangeObstacleGenerator; // defino o level min + config.maxRangeObstacleGenerator = level.maxRangeObstacleGenerator; //defino o level max + } + + /// + /// Inicializa o game com level inicial + /// + public void GameStart() // jogo iniciado + { + currentLevelIndex = 0; // jogado par 0 + SetCurrentLevelConfiguration(); // inicia a função + + isGamingRunning = true; // jogado para verdadeiro + + generator.GenerateObstacles(); //inicia os obstaculos + score = 0; // score iniciado a 0 + gameStartUI.Hide(); // inicia + + gameStartUI.gameObject.SetActive(false); // jogado para 0 + + player.SetActive(); // inicia a função + + } + + /// + /// Responsavel pelo gameover do jogo + /// + public void GameOver() // tela de fim + { + isGamingRunning = false;//jogo para + + config.speed = 0f;//velocidae jogada para 0 + generator.StopGenerator(); // inicia o meu generator parado + + gameOverUI.gameObject.SetActive(true);// Ui do jogo é jogado para verdadeiro + + gameOverUI.Show(); // inicia + } + + /// + /// Responsavel pelo restart do game + /// + public void RestartGame() // recomeço o jogo + { + gameOverUI.Hide(); // inicio gameOverUI + + gameOverUI.gameObject.SetActive(false); // jogo para falso + + generator.ResetGenerator();// recomeço o jogo + GameStart();//inicia o jogo + } + + /// + /// Responsavel pela cena de creditos do game + /// + public void CreditScene() // inicio a cena de credito + { + isGamingRunning = false; //jogo para + + config.speed = 0f; //velocidae jogada para 0 + + gameOverUI.Hide(); // esconde gameOverUI + gameStartUI.Hide(); // esconde objeto + + SceneManager.LoadScene("Credits"); // inicia os creditos + + } + + /// + /// Responsavel por fechar o jogo + /// + public void ExitGame() //fim do jogo + { + + #if UNITY_EDITOR // desliga o jogo + UnityEditor.EditorApplication.isPlaying = false; // jogo para 0 + #endif // desliga o jogo + Application.Quit(); // inicia + + } + +} diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/GameController.cs.meta b/Final Lab/Jogo Final/Assets/Game/Scripts/GameController.cs.meta new file mode 100644 index 00000000..5976aa87 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/GameController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2955796df4c11234a976321c8d4881a4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/GameUI.cs b/Final Lab/Jogo Final/Assets/Game/Scripts/GameUI.cs new file mode 100644 index 00000000..3a801e36 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/GameUI.cs @@ -0,0 +1,46 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Responsavel pelo GameUI do jogo, ou seja, a parte que controla as animações +/// +public class GameUI : MonoBehaviour +{ + public Animator animator; // defino a classe animator como public + public CanvasGroup cv; // defino a classe cv como public + + private void /// + /// Start is called on the frame when a script is enabled just before + /// any of the Update methods is called the first time. + /// + Start() + { + //animator = GetComponent(); + //cv = GetComponent(); + + //cv.interactable = false; + //cv.blocksRaycasts = false; + } + + /// + /// Responsavel por mostrar a cena FadeIn + /// + public void Show() + { + cv.interactable = true; // jogo para verdadeiro + cv.blocksRaycasts = true; // jogo para verdadeiro + animator.Play("FadeInUI"); // animação do jogador iniciada + } + + /// + /// Responsavel por esconder o FadeOut + /// + public void Hide() + { + animator.Play("FadeOutUI"); // animação do jogador desapareceu + + cv.interactable = false; // jogo para falso + cv.blocksRaycasts = false; // jogo para falso + } +} diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/GameUI.cs.meta b/Final Lab/Jogo Final/Assets/Game/Scripts/GameUI.cs.meta new file mode 100644 index 00000000..13e52e66 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/GameUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bb5655c64b87c894892f906507192743 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/LevelConfiguration.cs b/Final Lab/Jogo Final/Assets/Game/Scripts/LevelConfiguration.cs new file mode 100644 index 00000000..c41f7c7a --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/LevelConfiguration.cs @@ -0,0 +1,16 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +[CreateAssetMenu(fileName = "Level", menuName = "Runner Game/LevelConfiguration", order = 1)] //crio um menu + +/// +/// Responsavel pela configuração de cada level +/// +public class LevelConfiguration : ScriptableObject // defino como uma classe publica +{ + public float speed; // defino speed como uma class float + public float minRangeObstacleGenerator;// defino minRangeObstacleGenerator como uma classe float + public float maxRangeObstacleGenerator;// defino maxRangeObstacleGenerator como uma classe float + public int minScore;// defino minScore como uma classe int +} diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/LevelConfiguration.cs.meta b/Final Lab/Jogo Final/Assets/Game/Scripts/LevelConfiguration.cs.meta new file mode 100644 index 00000000..9a7e2b7c --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/LevelConfiguration.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 807c3e65d8f209648a8b112a2878337a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/Obstacle.cs b/Final Lab/Jogo Final/Assets/Game/Scripts/Obstacle.cs new file mode 100644 index 00000000..e149681a --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/Obstacle.cs @@ -0,0 +1,30 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Responsavel pela configuração dos objetos +/// +public class Obstacle : MonoBehaviour +{ + private Rigidbody2D objRB; // defino minha classe objRB para privado + + public GameConfiguration config; // defino meu config para public + + /// + /// Start is called on the frame when a script is enabled just before + /// any of the Update methods is called the first time. + /// + void Start() + { + objRB = gameObject.GetComponent(); // meu objrb passa a ser um Rigidbody2D + } + + /// + /// Update is called every frame, if the MonoBehaviour is enabled. + /// + void Update() + { + objRB.velocity = new Vector2(-config.speed, 0f); // defino a velocidade do objRB + } +} diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/Obstacle.cs.meta b/Final Lab/Jogo Final/Assets/Game/Scripts/Obstacle.cs.meta new file mode 100644 index 00000000..ab0138be --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/Obstacle.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 93bbe24aaaec5334f99b9abe312683cd +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/ObstacleGenerator.cs b/Final Lab/Jogo Final/Assets/Game/Scripts/ObstacleGenerator.cs new file mode 100644 index 00000000..fa538b08 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/ObstacleGenerator.cs @@ -0,0 +1,107 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Responsavel pelo gerador dos objetos (inimigos) +/// +public class ObstacleGenerator : MonoBehaviour +{ + public GameObject[] obstacles; // defino a classe obstacles como public + + public List obstaclesToSpawn; // definindo a classe obstaclestospawn como public + + public GameConfiguration config; // definindo a classe config como public + + /// + /// Start is called on the frame when a script is enabled just before + /// any of the Update methods is called the first time. + /// + void Start() + { + InitObstacles(); // ligo obstaculos + + float camWidth = Camera.main.orthographicSize * Camera.main.aspect; // defino camwidth como uma variavel float e faço multiplicação da camera orthographicSize com a aspect + gameObject.transform.localPosition = new Vector3 ( camWidth, gameObject.transform.localPosition.y, gameObject.transform.localPosition.z); // defino posição da minha camera + } + + + /// + /// Responsavel por iniciar a rotina do gerador + /// + public void GenerateObstacles() // aqui eu spwano obstaculos de forma aleatoria + { + StartCoroutine(SpawnRandomObstacles()); // spwano os obstaculos + } + + /// + /// Responsavel por parar a rotina do gerador + /// + public void StopGenerator() // para obstaculos + { + StopAllCoroutines(); // paro tudo + } + + /// + /// Responsavel por reiniciar o gerador + /// + public void ResetGenerator() // reseto obstaculos + { + foreach (Obstacle obstacle in obstaclesToSpawn) // para cada obstaculo dentro do obstaculos spwanados + { + obstacle.gameObject.SetActive(false); // meu obstaculo vira falso + } + } + + /// + /// Responsavel pela inicialização dos objetos + /// + void InitObstacles() + { + int index = 0; // jogo meu index para 0 + for (int i =0; i < obstacles.Length * 3; i++) // para cada (i=0 , adiciono meu tamanho de obstaculo x 3) + { + GameObject obj = Instantiate(obstacles[index], transform.position, Quaternion.identity); // muda a posição dos obstaculos + obj.SetActive(false); // jogo para falso + obstaclesToSpawn.Add(obj.GetComponent()); // spawn os obstaculos + + index++;// jogo +1 para o contador + + if (index == obstacles.Length) // se meu index for igual ao meu tamanho do obstaculo + { + index = 0; // defino como 0 + } + } + } + + /// + /// Responsavel por randomizar o spawn dos inimigos + /// + IEnumerator SpawnRandomObstacles() + { + yield return new WaitForSeconds(Random.Range(config.minRangeObstacleGenerator, config.maxRangeObstacleGenerator)); // Suspende a execução da co-rotina por um determinado período de segundos usando o tempo escalado. + + + int index = Random.Range(0, obstaclesToSpawn.Count); // jogo meu indexiador para um tempo random + + while (true) // se for verade + { + Obstacle obstacle = obstaclesToSpawn[index]; // meu obstaculo passa a valer obstaclesToSpawn[index] + + if (!obstacle.gameObject.activeInHierarchy) // se obstacle.gameObject.activeInHierarchy + { + obstacle.gameObject.SetActive(true); // transformo para verdadeiro + obstacle.transform.position = transform.position; // mudo a posição + break; // para tudo + } + + else + { + index = Random.Range(0, obstaclesToSpawn.Count); // jogo meu index para um tempo random + } + + } + + StartCoroutine(SpawnRandomObstacles());// executo a função + } +} diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/ObstacleGenerator.cs.meta b/Final Lab/Jogo Final/Assets/Game/Scripts/ObstacleGenerator.cs.meta new file mode 100644 index 00000000..27a7e4b9 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/ObstacleGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1a442c17917772e48b66b49911903222 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/ObstaclesCollector.cs b/Final Lab/Jogo Final/Assets/Game/Scripts/ObstaclesCollector.cs new file mode 100644 index 00000000..62eced09 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/ObstaclesCollector.cs @@ -0,0 +1,20 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +/// +/// Responsavel por coletar os objetos, "destruindo" eles pós passagem in-cena +/// +public class ObstaclesCollector : MonoBehaviour // defino a classe ObstaclesCollector como public +{ + /// + /// Responsavel por dar Trigger no objeto + /// + private void OnTriggerEnter2D(Collider2D collision) //Defino OnTriggerEnter2D(Collider2D collision) como privado onde OnTriggerEnter2D(Collider2D collision) é Enviado quando outro objeto entra em um colisão de gatilho anexado a este objeto + { + if (collision.tag == "Obstacle") // se minha tag de colisao for == ao obstaculo + { + collision.gameObject.SetActive(false); // jogo minha collision para falso + } + } +} diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/ObstaclesCollector.cs.meta b/Final Lab/Jogo Final/Assets/Game/Scripts/ObstaclesCollector.cs.meta new file mode 100644 index 00000000..aa3851f1 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/ObstaclesCollector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bc1dada160297574688923ae139800f2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/Player.cs b/Final Lab/Jogo Final/Assets/Game/Scripts/Player.cs new file mode 100644 index 00000000..9823e922 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/Game/Scripts/Player.cs @@ -0,0 +1,120 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.Events; + +/// +/// Resposavel pelo objeto player do jogo +/// +public class Player : MonoBehaviour +{ + public UnityEvent onPlayerHitted; // defino a classe onPlayerHitted como public + + public Transform startPlayerPosition; // defino a classe startPlayerPosition como public + private Rigidbody2D plyRB; // defino a classe plyRB como private + private Animator animator; // defino a classe Animator como private + private bool canJump; // defino a classe canjump como uma variavel booleana + + private bool isEnabled; // defino a classe isEnabled como booleana + + public float jumpFactor = 5f; // defino a classe jumpFactor como public e float + public float forwardFactor = 0.2f; // defino a classe forwardFactor como public e float + + public float forwardForce = 0f; // defino a classe forwardForce como public e float + + public AudioSource jumping; // defino a classe audiosource como public + + /// + /// Start is called on the frame when a script is enabled just before + /// any of the Update methods is called the first time. + /// + void Start() + { + plyRB = gameObject.GetComponent(); // habilito forças físicas a atuarem sobre plyRB + animator = gameObject.GetComponent(); // habilito animações no meu animator + canJump = true; // defino a variavel de pular ligada + isEnabled = false; // defino a variavel de pular desligada + + float camWidth = Camera.main.orthographicSize * Camera.main.aspect; // defino float no meu volume de visualização da câmera ortográfica + startPlayerPosition.localPosition = new Vector3 (gameObject.transform.localScale.x - camWidth, startPlayerPosition.localPosition.y, startPlayerPosition.localPosition.z); // defino a posição do jogador + + gameObject.transform.localPosition = startPlayerPosition.localPosition; // mudo meu gameObject.transform.localPosition para startPlayerPosition.localPosition + + jumping = GetComponent(); // defino um som para minha variavel de pulo + } + + /// + /// Responsavel por ativar a animaçao e o jump do objeto jogador + /// + public void SetActive() + { + isEnabled = true; // defino a variavel de pular desligada + canJump = true; // defino a variavel de pular ligada + animator.Play("player_running"); // animação do meu jogador correndo + plyRB.constraints = RigidbodyConstraints2D.FreezeRotation; // desligo a rotação do meu rigidbody + + gameObject.transform.localPosition = startPlayerPosition.localPosition; // mudo meu gameObject.transform.localPosition para startPlayerPosition.localPosition + } + + /// + /// Update is called every frame, if the MonoBehaviour is enabled. + /// + void Update() + { + if (Input.GetKeyDown(KeyCode.Space))// se apertar o espaço + { + Jump(); // o dinossauro pula + } + } + + /// + /// Responsavel pela configuração do pulo do player + /// + void Jump() + { + if (!isEnabled) return; // se tiver desligado volto ao começo do codigo + if (canJump) // se pular + { + canJump = false; // jogo minha variavel para 0 + jumping.Play(); // toca a musica de pulo + + if (transform.position.x < 0) // se a posição de x > 0 + { + forwardForce = forwardFactor; // troco forwardForce = forwardFactor + } + + else + { + forwardForce = 0f; // jogo a posição da força para 0 + } + + plyRB.velocity = new Vector2 (forwardForce, jumpFactor); // defino a velociadde do dinossauro + animator.Play("player_jumping"); //animação do meu jogador pulando + } + + } + + /// + /// Responsavel por setar a colisão do player + /// + private void OnCollisionEnter2D(Collision2D collision) //defino a classe de colisao + { + if (!isEnabled) return; // se tiver desligado volto ao começo do codigo + if (collision.gameObject.tag == "Obstacle") // se meu dinossauro tiver um obstaculo + { + plyRB.constraints = RigidbodyConstraints2D.FreezeAll; // introduzo a fisica de colisao + onPlayerHitted.Invoke(); // se meu dinossauro tiver contato com o objeto invoco a classe onPlayerHitted + animator.Play("player_hurt"); // animação do meu dinossauro com colisão + isEnabled = false; // jogo isEnabled para falso + onPlayerHitted.Invoke();// se meu dinossauro tiver contato com o objeto invoco a classe onPlayerHitted + } + + else + { + animator.Play("player_running"); // animação do meu dinossauro correndo + } + + canJump = true; // canjump para verdadeiro + + } +} diff --git a/Final Lab/Jogo Final/Assets/Game/Scripts/Player.cs.meta b/Final Lab/Jogo 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2016.pdf.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 1b8d251f9af63b746bf2f7ffe00ebb9b +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras.meta new file mode 100644 index 00000000..d94c9b5c --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ce51c8e33b734b4db6086586558c53a3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts.meta new file mode 100644 index 00000000..37020f0e --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: b63e0053080646b9819789bf3bf9fa17 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt new file mode 100644 index 00000000..0ad6de55 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt @@ -0,0 +1,93 @@ +Copyright (c) 2011, Vernon Adams (vern@newtypography.co.uk), +with Reserved Font Name Anton. +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +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. + +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. + +DEFINITIONS +"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. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"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. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +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: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +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. + +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. + +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. + +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. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta new file mode 100644 index 00000000..7963e08c --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 73a79399807f4e8388c2cbb5494681ca +timeCreated: 1484172033 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf new file mode 100644 index 00000000..4ef73dce Binary files /dev/null and b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf differ diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta new file mode 100644 index 00000000..1375b4aa --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Anton.ttf.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 997a43b767814dd0a7642ec9b78cba41 +timeCreated: 1484172033 +licenseType: Pro +TrueTypeFontImporter: + serializedVersion: 2 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 1 + characterPadding: 0 + includeFontData: 1 + use2xBehaviour: 0 + fontNames: [] + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt new file mode 100644 index 00000000..13e7fbe2 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt @@ -0,0 +1,93 @@ +Copyright (c) 2010 by vernon adams (vern@newtypography.co.uk), +with Reserved Font Name Bangers. +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +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. + +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. + +DEFINITIONS +"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. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"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. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +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: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +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. + +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. + +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. + +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. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF +MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT +OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE +COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, +INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL +DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING +FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM +OTHER DEALINGS IN THE FONT SOFTWARE. diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt.meta new file mode 100644 index 00000000..c1a298c4 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers - OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: efe0bf4ac872451e91612d1ae593f480 +timeCreated: 1484171296 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf new file mode 100644 index 00000000..477dfc32 Binary files /dev/null and b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf differ diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf.meta new file mode 100644 index 00000000..cd243dc3 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Bangers.ttf.meta @@ -0,0 +1,19 @@ +fileFormatVersion: 2 +guid: 5dd49b3eacc540408c98eee0de38e0f1 +timeCreated: 1484171297 +licenseType: Pro +TrueTypeFontImporter: + serializedVersion: 2 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 1 + characterPadding: 0 + includeFontData: 1 + use2xBehaviour: 0 + fontNames: [] + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF new file mode 100644 index 00000000..16c1059d Binary files /dev/null and b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF differ diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF.meta new file mode 100644 index 00000000..0668b8d3 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Electronic Highway Sign.TTF.meta @@ -0,0 +1,22 @@ +fileFormatVersion: 2 +guid: 8a2b9e2a607dd2143b58c44bc32410b4 +TrueTypeFontImporter: + externalObjects: {} + serializedVersion: 4 + fontSize: 16 + forceTextureCase: -2 + characterSpacing: 0 + characterPadding: 1 + includeFontData: 1 + fontName: Electronic Highway Sign + fontNames: + - Electronic Highway Sign + fallbackFontReferences: [] + customCharacters: + fontRenderingMode: 0 + ascentCalculationMode: 1 + useLegacyBoundsCalculation: 0 + shouldRoundAdvanceValue: 1 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt new file mode 100644 index 00000000..22bdace3 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Fonts/Oswald-Bold - OFL.txt @@ -0,0 +1,92 @@ +Copyright (c) 2011-2012, Vernon Adams (vern@newtypography.co.uk), with Reserved Font Names 'Oswald' +This Font Software is licensed under the SIL Open Font License, Version 1.1. +This license is copied below, and is also available with a FAQ at: +http://scripts.sil.org/OFL + + +----------------------------------------------------------- +SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 +----------------------------------------------------------- + +PREAMBLE +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. + +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. + +DEFINITIONS +"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. + +"Reserved Font Name" refers to any names specified as such after the +copyright statement(s). + +"Original Version" refers to the collection of Font Software components as +distributed by the Copyright Holder(s). + +"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. + +"Author" refers to any designer, engineer, programmer, technical +writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +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: + +1) Neither the Font Software nor any of its individual components, +in Original or Modified Versions, may be sold by itself. + +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. + +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. + +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. + +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. + +TERMINATION +This license becomes null and void if any of the above conditions are +not met. + +DISCLAIMER +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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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scenes/Benchmark (Floating Text).unity.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scenes/Benchmark (Floating Text).unity.meta new file mode 100644 index 00000000..b64591e9 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scenes/Benchmark (Floating Text).unity.meta @@ -0,0 +1,24 @@ +fileFormatVersion: 2 +guid: 16177da2e3254cee91944756d5f8ddd3 +labels: +- Mesh +- Text +- Rendering +- TextMesh +- TextMeshPro +- Font +- Dynamic +- Pro +- Fonts +- Advanced +- GUI +- Scene +- Styles +- Style +- Layout +- Atlas +- Kerning +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts.meta new file mode 100644 index 00000000..225345e9 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3979ce59e55144c89a2b3b3f8dcf7fd3 +folderAsset: yes +timeCreated: 1436068007 +licenseType: Pro +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs new file mode 100644 index 00000000..b48ebbdb --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs @@ -0,0 +1,128 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class Benchmark01 : MonoBehaviour + { + + public int BenchmarkType = 0; + + public TMP_FontAsset TMProFont; + public Font TextMeshFont; + + private TextMeshPro m_textMeshPro; + private TextContainer m_textContainer; + private TextMesh m_textMesh; + + private const string label01 = "The <#0050FF>count is: {0}"; + private const string label02 = "The count is: "; + + //private string m_string; + //private int m_frame; + + private Material m_material01; + private Material m_material02; + + + + IEnumerator Start() + { + + + + if (BenchmarkType == 0) // TextMesh Pro Component + { + m_textMeshPro = gameObject.AddComponent(); + m_textMeshPro.autoSizeTextContainer = true; + + //m_textMeshPro.anchorDampening = true; + + if (TMProFont != null) + m_textMeshPro.font = TMProFont; + + //m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this... + //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists. + + m_textMeshPro.fontSize = 48; + m_textMeshPro.alignment = TextAlignmentOptions.Center; + //m_textMeshPro.anchor = AnchorPositions.Center; + m_textMeshPro.extraPadding = true; + //m_textMeshPro.outlineWidth = 0.25f; + //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f); + //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON"); + //m_textMeshPro.lineJustification = LineJustificationTypes.Center; + m_textMeshPro.enableWordWrapping = false; + //m_textMeshPro.lineLength = 60; + //m_textMeshPro.characterSpacing = 0.2f; + //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255); + + m_material01 = m_textMeshPro.font.material; + m_material02 = Resources.Load("Fonts & Materials/LiberationSans SDF - Drop Shadow"); // Make sure the LiberationSans SDF exists before calling this... + + + } + else if (BenchmarkType == 1) // TextMesh + { + m_textMesh = gameObject.AddComponent(); + + if (TextMeshFont != null) + { + m_textMesh.font = TextMeshFont; + m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material; + } + else + { + m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; + m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material; + } + + m_textMesh.fontSize = 48; + m_textMesh.anchor = TextAnchor.MiddleCenter; + + //m_textMesh.color = new Color32(255, 255, 0, 255); + } + + + + for (int i = 0; i <= 1000000; i++) + { + if (BenchmarkType == 0) + { + m_textMeshPro.SetText(label01, i % 1000); + if (i % 1000 == 999) + m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01; + + + + } + else if (BenchmarkType == 1) + m_textMesh.text = label02 + (i % 1000).ToString(); + + yield return null; + } + + + yield return null; + } + + + /* + void Update() + { + if (BenchmarkType == 0) + { + m_textMeshPro.text = (m_frame % 1000).ToString(); + } + else if (BenchmarkType == 1) + { + m_textMesh.text = (m_frame % 1000).ToString(); + } + + m_frame += 1; + } + */ + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta new file mode 100644 index 00000000..9910676e --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f970ea55f9f84bf79b05dab180b8c125 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs new file mode 100644 index 00000000..38f4a275 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs @@ -0,0 +1,135 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.UI; + + +namespace TMPro.Examples +{ + + public class Benchmark01_UGUI : MonoBehaviour + { + + public int BenchmarkType = 0; + + public Canvas canvas; + public TMP_FontAsset TMProFont; + public Font TextMeshFont; + + private TextMeshProUGUI m_textMeshPro; + //private TextContainer m_textContainer; + private Text m_textMesh; + + private const string label01 = "The <#0050FF>count is: "; + private const string label02 = "The count is: "; + + //private const string label01 = "TextMesh <#0050FF>Pro! The count is: {0}"; + //private const string label02 = "Text Mesh The count is: "; + + //private string m_string; + //private int m_frame; + + private Material m_material01; + private Material m_material02; + + + + IEnumerator Start() + { + + + + if (BenchmarkType == 0) // TextMesh Pro Component + { + m_textMeshPro = gameObject.AddComponent(); + //m_textContainer = GetComponent(); + + + //m_textMeshPro.anchorDampening = true; + + if (TMProFont != null) + m_textMeshPro.font = TMProFont; + + //m_textMeshPro.font = Resources.Load("Fonts & Materials/Anton SDF", typeof(TextMeshProFont)) as TextMeshProFont; // Make sure the Anton SDF exists before calling this... + //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF", typeof(Material)) as Material; // Same as above make sure this material exists. + + m_textMeshPro.fontSize = 48; + m_textMeshPro.alignment = TextAlignmentOptions.Center; + //m_textMeshPro.anchor = AnchorPositions.Center; + m_textMeshPro.extraPadding = true; + //m_textMeshPro.outlineWidth = 0.25f; + //m_textMeshPro.fontSharedMaterial.SetFloat("_OutlineWidth", 0.2f); + //m_textMeshPro.fontSharedMaterial.EnableKeyword("UNDERLAY_ON"); + //m_textMeshPro.lineJustification = LineJustificationTypes.Center; + //m_textMeshPro.enableWordWrapping = true; + //m_textMeshPro.lineLength = 60; + //m_textMeshPro.characterSpacing = 0.2f; + //m_textMeshPro.fontColor = new Color32(255, 255, 255, 255); + + m_material01 = m_textMeshPro.font.material; + m_material02 = Resources.Load("Fonts & Materials/LiberationSans SDF - BEVEL"); // Make sure the LiberationSans SDF exists before calling this... + + + } + else if (BenchmarkType == 1) // TextMesh + { + m_textMesh = gameObject.AddComponent(); + + if (TextMeshFont != null) + { + m_textMesh.font = TextMeshFont; + //m_textMesh.renderer.sharedMaterial = m_textMesh.font.material; + } + else + { + //m_textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; + //m_textMesh.renderer.sharedMaterial = m_textMesh.font.material; + } + + m_textMesh.fontSize = 48; + m_textMesh.alignment = TextAnchor.MiddleCenter; + + //m_textMesh.color = new Color32(255, 255, 0, 255); + } + + + + for (int i = 0; i <= 1000000; i++) + { + if (BenchmarkType == 0) + { + m_textMeshPro.text = label01 + (i % 1000); + if (i % 1000 == 999) + m_textMeshPro.fontSharedMaterial = m_textMeshPro.fontSharedMaterial == m_material01 ? m_textMeshPro.fontSharedMaterial = m_material02 : m_textMeshPro.fontSharedMaterial = m_material01; + + + + } + else if (BenchmarkType == 1) + m_textMesh.text = label02 + (i % 1000).ToString(); + + yield return null; + } + + + yield return null; + } + + + /* + void Update() + { + if (BenchmarkType == 0) + { + m_textMeshPro.text = (m_frame % 1000).ToString(); + } + else if (BenchmarkType == 1) + { + m_textMesh.text = (m_frame % 1000).ToString(); + } + + m_frame += 1; + } + */ + } + +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta new file mode 100644 index 00000000..5a26304a --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 8ef7be1c625941f7ba8ed7cc71718c0d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs new file mode 100644 index 00000000..29d75b67 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs @@ -0,0 +1,97 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class Benchmark02 : MonoBehaviour + { + + public int SpawnType = 0; + public int NumberOfNPC = 12; + + public bool IsTextObjectScaleStatic; + private TextMeshProFloatingText floatingText_Script; + + + void Start() + { + + for (int i = 0; i < NumberOfNPC; i++) + { + + + if (SpawnType == 0) + { + // TextMesh Pro Implementation + GameObject go = new GameObject(); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f)); + + TextMeshPro textMeshPro = go.AddComponent(); + + textMeshPro.autoSizeTextContainer = true; + textMeshPro.rectTransform.pivot = new Vector2(0.5f, 0); + + textMeshPro.alignment = TextAlignmentOptions.Bottom; + textMeshPro.fontSize = 96; + textMeshPro.enableKerning = false; + + textMeshPro.color = new Color32(255, 255, 0, 255); + textMeshPro.text = "!"; + textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 0; + floatingText_Script.IsTextObjectScaleStatic = IsTextObjectScaleStatic; + } + else if (SpawnType == 1) + { + // TextMesh Implementation + GameObject go = new GameObject(); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f)); + + TextMesh textMesh = go.AddComponent(); + textMesh.font = Resources.Load("Fonts/ARIAL"); + textMesh.GetComponent().sharedMaterial = textMesh.font.material; + + textMesh.anchor = TextAnchor.LowerCenter; + textMesh.fontSize = 96; + + textMesh.color = new Color32(255, 255, 0, 255); + textMesh.text = "!"; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 1; + } + else if (SpawnType == 2) + { + // Canvas WorldSpace Camera + GameObject go = new GameObject(); + Canvas canvas = go.AddComponent(); + canvas.worldCamera = Camera.main; + + go.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 5f, Random.Range(-95f, 95f)); + + TextMeshProUGUI textObject = new GameObject().AddComponent(); + textObject.rectTransform.SetParent(go.transform, false); + + textObject.color = new Color32(255, 255, 0, 255); + textObject.alignment = TextAlignmentOptions.Bottom; + textObject.fontSize = 96; + textObject.text = "!"; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 0; + } + + + + } + } + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta new file mode 100644 index 00000000..a5d5a10f --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e8538afcddc14efbb5d9e94b7ae50197 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs new file mode 100644 index 00000000..7a3e1b97 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs @@ -0,0 +1,92 @@ +using UnityEngine; +using System.Collections; +using UnityEngine.TextCore.LowLevel; + + +namespace TMPro.Examples +{ + + public class Benchmark03 : MonoBehaviour + { + public enum BenchmarkType { TMP_SDF_MOBILE = 0, TMP_SDF__MOBILE_SSD = 1, TMP_SDF = 2, TMP_BITMAP_MOBILE = 3, TEXTMESH_BITMAP = 4 } + + public int NumberOfSamples = 100; + public BenchmarkType Benchmark; + + public Font SourceFont; + + + void Awake() + { + + } + + + void Start() + { + TMP_FontAsset fontAsset = null; + + // Create Dynamic Font Asset for the given font file. + switch (Benchmark) + { + case BenchmarkType.TMP_SDF_MOBILE: + fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic); + break; + case BenchmarkType.TMP_SDF__MOBILE_SSD: + fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic); + fontAsset.material.shader = Shader.Find("TextMeshPro/Mobile/Distance Field SSD"); + break; + case BenchmarkType.TMP_SDF: + fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic); + fontAsset.material.shader = Shader.Find("TextMeshPro/Distance Field"); + break; + case BenchmarkType.TMP_BITMAP_MOBILE: + fontAsset = TMP_FontAsset.CreateFontAsset(SourceFont, 90, 9, GlyphRenderMode.SMOOTH, 256, 256, AtlasPopulationMode.Dynamic); + break; + } + + for (int i = 0; i < NumberOfSamples; i++) + { + switch (Benchmark) + { + case BenchmarkType.TMP_SDF_MOBILE: + case BenchmarkType.TMP_SDF__MOBILE_SSD: + case BenchmarkType.TMP_SDF: + case BenchmarkType.TMP_BITMAP_MOBILE: + { + GameObject go = new GameObject(); + go.transform.position = new Vector3(0, 1.2f, 0); + + TextMeshPro textComponent = go.AddComponent(); + textComponent.font = fontAsset; + textComponent.fontSize = 128; + textComponent.text = "@"; + textComponent.alignment = TextAlignmentOptions.Center; + textComponent.color = new Color32(255, 255, 0, 255); + + if (Benchmark == BenchmarkType.TMP_BITMAP_MOBILE) + textComponent.fontSize = 132; + + } + break; + case BenchmarkType.TEXTMESH_BITMAP: + { + GameObject go = new GameObject(); + go.transform.position = new Vector3(0, 1.2f, 0); + + TextMesh textMesh = go.AddComponent(); + textMesh.GetComponent().sharedMaterial = SourceFont.material; + textMesh.font = SourceFont; + textMesh.anchor = TextAnchor.MiddleCenter; + textMesh.fontSize = 130; + + textMesh.color = new Color32(255, 255, 0, 255); + textMesh.text = "@"; + } + break; + } + } + } + + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta new file mode 100644 index 00000000..8883bcda --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a73109742c8d47ac822895a473300c29 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs new file mode 100644 index 00000000..e56714d5 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs @@ -0,0 +1,85 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class Benchmark04 : MonoBehaviour + { + + public int SpawnType = 0; + + public int MinPointSize = 12; + public int MaxPointSize = 64; + public int Steps = 4; + + private Transform m_Transform; + //private TextMeshProFloatingText floatingText_Script; + //public Material material; + + + void Start() + { + m_Transform = transform; + + float lineHeight = 0; + float orthoSize = Camera.main.orthographicSize = Screen.height / 2; + float ratio = (float)Screen.width / Screen.height; + + for (int i = MinPointSize; i <= MaxPointSize; i += Steps) + { + if (SpawnType == 0) + { + // TextMesh Pro Implementation + GameObject go = new GameObject("Text - " + i + " Pts"); + + if (lineHeight > orthoSize * 2) return; + + go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 0); + + TextMeshPro textMeshPro = go.AddComponent(); + + //textMeshPro.fontSharedMaterial = material; + //textMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; + //textMeshPro.anchor = AnchorPositions.Left; + textMeshPro.rectTransform.pivot = new Vector2(0, 0.5f); + + textMeshPro.enableWordWrapping = false; + textMeshPro.extraPadding = true; + textMeshPro.isOrthographic = true; + textMeshPro.fontSize = i; + + textMeshPro.text = i + " pts - Lorem ipsum dolor sit..."; + textMeshPro.color = new Color32(255, 255, 255, 255); + + lineHeight += i; + } + else + { + // TextMesh Implementation + // Causes crashes since atlas needed exceeds 4096 X 4096 + /* + GameObject go = new GameObject("Arial " + i); + + //if (lineHeight > orthoSize * 2 * 0.9f) return; + + go.transform.position = m_Transform.position + new Vector3(ratio * -orthoSize * 0.975f, orthoSize * 0.975f - lineHeight, 1); + + TextMesh textMesh = go.AddComponent(); + textMesh.font = Resources.Load("Fonts/ARIAL", typeof(Font)) as Font; + textMesh.renderer.sharedMaterial = textMesh.font.material; + textMesh.anchor = TextAnchor.MiddleLeft; + textMesh.fontSize = i * 10; + + textMesh.color = new Color32(255, 255, 255, 255); + textMesh.text = i + " pts - Lorem ipsum dolor sit..."; + + lineHeight += i; + */ + } + } + } + + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta new file mode 100644 index 00000000..cc271d7e --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: dc20866c0d5e413ab7559440e15333ae +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs new file mode 100644 index 00000000..dad14823 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs @@ -0,0 +1,292 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class CameraController : MonoBehaviour + { + public enum CameraModes { Follow, Isometric, Free } + + private Transform cameraTransform; + private Transform dummyTarget; + + public Transform CameraTarget; + + public float FollowDistance = 30.0f; + public float MaxFollowDistance = 100.0f; + public float MinFollowDistance = 2.0f; + + public float ElevationAngle = 30.0f; + public float MaxElevationAngle = 85.0f; + public float MinElevationAngle = 0f; + + public float OrbitalAngle = 0f; + + public CameraModes CameraMode = CameraModes.Follow; + + public bool MovementSmoothing = true; + public bool RotationSmoothing = false; + private bool previousSmoothing; + + public float MovementSmoothingValue = 25f; + public float RotationSmoothingValue = 5.0f; + + public float MoveSensitivity = 2.0f; + + private Vector3 currentVelocity = Vector3.zero; + private Vector3 desiredPosition; + private float mouseX; + private float mouseY; + private Vector3 moveVector; + private float mouseWheel; + + // Controls for Touches on Mobile devices + //private float prev_ZoomDelta; + + + private const string event_SmoothingValue = "Slider - Smoothing Value"; + private const string event_FollowDistance = "Slider - Camera Zoom"; + + + void Awake() + { + if (QualitySettings.vSyncCount > 0) + Application.targetFrameRate = 60; + else + Application.targetFrameRate = -1; + + if (Application.platform == RuntimePlatform.IPhonePlayer || Application.platform == RuntimePlatform.Android) + Input.simulateMouseWithTouches = false; + + cameraTransform = transform; + previousSmoothing = MovementSmoothing; + } + + + // Use this for initialization + void Start() + { + if (CameraTarget == null) + { + // If we don't have a target (assigned by the player, create a dummy in the center of the scene). + dummyTarget = new GameObject("Camera Target").transform; + CameraTarget = dummyTarget; + } + } + + // Update is called once per frame + void LateUpdate() + { + GetPlayerInput(); + + + // Check if we still have a valid target + if (CameraTarget != null) + { + if (CameraMode == CameraModes.Isometric) + { + desiredPosition = CameraTarget.position + Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * new Vector3(0, 0, -FollowDistance); + } + else if (CameraMode == CameraModes.Follow) + { + desiredPosition = CameraTarget.position + CameraTarget.TransformDirection(Quaternion.Euler(ElevationAngle, OrbitalAngle, 0f) * (new Vector3(0, 0, -FollowDistance))); + } + else + { + // Free Camera implementation + } + + if (MovementSmoothing == true) + { + // Using Smoothing + cameraTransform.position = Vector3.SmoothDamp(cameraTransform.position, desiredPosition, ref currentVelocity, MovementSmoothingValue * Time.fixedDeltaTime); + //cameraTransform.position = Vector3.Lerp(cameraTransform.position, desiredPosition, Time.deltaTime * 5.0f); + } + else + { + // Not using Smoothing + cameraTransform.position = desiredPosition; + } + + if (RotationSmoothing == true) + cameraTransform.rotation = Quaternion.Lerp(cameraTransform.rotation, Quaternion.LookRotation(CameraTarget.position - cameraTransform.position), RotationSmoothingValue * Time.deltaTime); + else + { + cameraTransform.LookAt(CameraTarget); + } + + } + + } + + + + void GetPlayerInput() + { + moveVector = Vector3.zero; + + // Check Mouse Wheel Input prior to Shift Key so we can apply multiplier on Shift for Scrolling + mouseWheel = Input.GetAxis("Mouse ScrollWheel"); + + float touchCount = Input.touchCount; + + if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift) || touchCount > 0) + { + mouseWheel *= 10; + + if (Input.GetKeyDown(KeyCode.I)) + CameraMode = CameraModes.Isometric; + + if (Input.GetKeyDown(KeyCode.F)) + CameraMode = CameraModes.Follow; + + if (Input.GetKeyDown(KeyCode.S)) + MovementSmoothing = !MovementSmoothing; + + + // Check for right mouse button to change camera follow and elevation angle + if (Input.GetMouseButton(1)) + { + mouseY = Input.GetAxis("Mouse Y"); + mouseX = Input.GetAxis("Mouse X"); + + if (mouseY > 0.01f || mouseY < -0.01f) + { + ElevationAngle -= mouseY * MoveSensitivity; + // Limit Elevation angle between min & max values. + ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle); + } + + if (mouseX > 0.01f || mouseX < -0.01f) + { + OrbitalAngle += mouseX * MoveSensitivity; + if (OrbitalAngle > 360) + OrbitalAngle -= 360; + if (OrbitalAngle < 0) + OrbitalAngle += 360; + } + } + + // Get Input from Mobile Device + if (touchCount == 1 && Input.GetTouch(0).phase == TouchPhase.Moved) + { + Vector2 deltaPosition = Input.GetTouch(0).deltaPosition; + + // Handle elevation changes + if (deltaPosition.y > 0.01f || deltaPosition.y < -0.01f) + { + ElevationAngle -= deltaPosition.y * 0.1f; + // Limit Elevation angle between min & max values. + ElevationAngle = Mathf.Clamp(ElevationAngle, MinElevationAngle, MaxElevationAngle); + } + + + // Handle left & right + if (deltaPosition.x > 0.01f || deltaPosition.x < -0.01f) + { + OrbitalAngle += deltaPosition.x * 0.1f; + if (OrbitalAngle > 360) + OrbitalAngle -= 360; + if (OrbitalAngle < 0) + OrbitalAngle += 360; + } + + } + + // Check for left mouse button to select a new CameraTarget or to reset Follow position + if (Input.GetMouseButton(0)) + { + Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); + RaycastHit hit; + + if (Physics.Raycast(ray, out hit, 300, 1 << 10 | 1 << 11 | 1 << 12 | 1 << 14)) + { + if (hit.transform == CameraTarget) + { + // Reset Follow Position + OrbitalAngle = 0; + } + else + { + CameraTarget = hit.transform; + OrbitalAngle = 0; + MovementSmoothing = previousSmoothing; + } + + } + } + + + if (Input.GetMouseButton(2)) + { + if (dummyTarget == null) + { + // We need a Dummy Target to anchor the Camera + dummyTarget = new GameObject("Camera Target").transform; + dummyTarget.position = CameraTarget.position; + dummyTarget.rotation = CameraTarget.rotation; + CameraTarget = dummyTarget; + previousSmoothing = MovementSmoothing; + MovementSmoothing = false; + } + else if (dummyTarget != CameraTarget) + { + // Move DummyTarget to CameraTarget + dummyTarget.position = CameraTarget.position; + dummyTarget.rotation = CameraTarget.rotation; + CameraTarget = dummyTarget; + previousSmoothing = MovementSmoothing; + MovementSmoothing = false; + } + + + mouseY = Input.GetAxis("Mouse Y"); + mouseX = Input.GetAxis("Mouse X"); + + moveVector = cameraTransform.TransformDirection(mouseX, mouseY, 0); + + dummyTarget.Translate(-moveVector, Space.World); + + } + + } + + // Check Pinching to Zoom in - out on Mobile device + if (touchCount == 2) + { + Touch touch0 = Input.GetTouch(0); + Touch touch1 = Input.GetTouch(1); + + Vector2 touch0PrevPos = touch0.position - touch0.deltaPosition; + Vector2 touch1PrevPos = touch1.position - touch1.deltaPosition; + + float prevTouchDelta = (touch0PrevPos - touch1PrevPos).magnitude; + float touchDelta = (touch0.position - touch1.position).magnitude; + + float zoomDelta = prevTouchDelta - touchDelta; + + if (zoomDelta > 0.01f || zoomDelta < -0.01f) + { + FollowDistance += zoomDelta * 0.25f; + // Limit FollowDistance between min & max values. + FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance); + } + + + } + + // Check MouseWheel to Zoom in-out + if (mouseWheel < -0.01f || mouseWheel > 0.01f) + { + + FollowDistance -= mouseWheel * 5.0f; + // Limit FollowDistance between min & max values. + FollowDistance = Mathf.Clamp(FollowDistance, MinFollowDistance, MaxFollowDistance); + } + + + } + } +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta new file mode 100644 index 00000000..75fa1786 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 2d687537154440a3913a9a3c7977978c +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs new file mode 100644 index 00000000..2915c967 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs @@ -0,0 +1,51 @@ +using UnityEngine; +using UnityEngine.UI; +using TMPro; + +public class ChatController : MonoBehaviour { + + + public TMP_InputField ChatInputField; + + public TMP_Text ChatDisplayOutput; + + public Scrollbar ChatScrollbar; + + void OnEnable() + { + ChatInputField.onSubmit.AddListener(AddToChatOutput); + } + + void OnDisable() + { + ChatInputField.onSubmit.RemoveListener(AddToChatOutput); + } + + + void AddToChatOutput(string newText) + { + // Clear Input Field + ChatInputField.text = string.Empty; + + var timeNow = System.DateTime.Now; + + string formattedInput = "[<#FFFF80>" + timeNow.Hour.ToString("d2") + ":" + timeNow.Minute.ToString("d2") + ":" + timeNow.Second.ToString("d2") + "] " + newText; + + if (ChatDisplayOutput != null) + { + // No special formatting for first entry + // Add line feed before each subsequent entries + if (ChatDisplayOutput.text == string.Empty) + ChatDisplayOutput.text = formattedInput; + else + ChatDisplayOutput.text += "\n" + formattedInput; + } + + // Keep Chat input field active + ChatInputField.ActivateInputField(); + + // Set the scrollbar to the bottom when next text is submitted. + ChatScrollbar.value = 0; + } + +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta new file mode 100644 index 00000000..fd1d4206 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 53d91f98a2664f5cb9af11de72ac54ec +timeCreated: 1487197841 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs new file mode 100644 index 00000000..f9ac60b5 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs @@ -0,0 +1,19 @@ +using TMPro; +using UnityEngine; + +public class DropdownSample: MonoBehaviour +{ + [SerializeField] + private TextMeshProUGUI text = null; + + [SerializeField] + private TMP_Dropdown dropdownWithoutPlaceholder = null; + + [SerializeField] + private TMP_Dropdown dropdownWithPlaceholder = null; + + public void OnButtonClick() + { + text.text = dropdownWithPlaceholder.value > -1 ? "Selected values:\n" + dropdownWithoutPlaceholder.value + " - " + dropdownWithPlaceholder.value : "Error: Please make a selection"; + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs.meta new file mode 100644 index 00000000..80461011 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ac1eb05af6d391b4eb0f4c070a99f1d0 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs new file mode 100644 index 00000000..41177077 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs @@ -0,0 +1,35 @@ +using UnityEngine; +using System.Collections; +using TMPro; + +public class EnvMapAnimator : MonoBehaviour { + + //private Vector3 TranslationSpeeds; + public Vector3 RotationSpeeds; + private TMP_Text m_textMeshPro; + private Material m_material; + + + void Awake() + { + //Debug.Log("Awake() on Script called."); + m_textMeshPro = GetComponent(); + m_material = m_textMeshPro.fontSharedMaterial; + } + + // Use this for initialization + IEnumerator Start () + { + Matrix4x4 matrix = new Matrix4x4(); + + while (true) + { + //matrix.SetTRS(new Vector3 (Time.time * TranslationSpeeds.x, Time.time * TranslationSpeeds.y, Time.time * TranslationSpeeds.z), Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); + matrix.SetTRS(Vector3.zero, Quaternion.Euler(Time.time * RotationSpeeds.x, Time.time * RotationSpeeds.y , Time.time * RotationSpeeds.z), Vector3.one); + + m_material.SetMatrix("_EnvMatrix", matrix); + + yield return null; + } + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta new file mode 100644 index 00000000..f42808a4 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: a4b6f99e8bc54541bbd149b014ff441c +timeCreated: 1449025325 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs new file mode 100644 index 00000000..f7e33fea --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs @@ -0,0 +1,69 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class ObjectSpin : MonoBehaviour + { + +#pragma warning disable 0414 + + public float SpinSpeed = 5; + public int RotationRange = 15; + private Transform m_transform; + + private float m_time; + private Vector3 m_prevPOS; + private Vector3 m_initial_Rotation; + private Vector3 m_initial_Position; + private Color32 m_lightColor; + private int frames = 0; + + public enum MotionType { Rotation, BackAndForth, Translation }; + public MotionType Motion; + + void Awake() + { + m_transform = transform; + m_initial_Rotation = m_transform.rotation.eulerAngles; + m_initial_Position = m_transform.position; + + Light light = GetComponent(); + m_lightColor = light != null ? light.color : Color.black; + } + + + // Update is called once per frame + void Update() + { + if (Motion == MotionType.Rotation) + { + m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0); + } + else if (Motion == MotionType.BackAndForth) + { + m_time += SpinSpeed * Time.deltaTime; + m_transform.rotation = Quaternion.Euler(m_initial_Rotation.x, Mathf.Sin(m_time) * RotationRange + m_initial_Rotation.y, m_initial_Rotation.z); + } + else + { + m_time += SpinSpeed * Time.deltaTime; + + float x = 15 * Mathf.Cos(m_time * .95f); + float y = 10; // *Mathf.Sin(m_time * 1f) * Mathf.Cos(m_time * 1f); + float z = 0f; // *Mathf.Sin(m_time * .9f); + + m_transform.position = m_initial_Position + new Vector3(x, z, y); + + // Drawing light patterns because they can be cool looking. + //if (frames > 2) + // Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f); + + m_prevPOS = m_transform.position; + frames += 1; + } + } + } +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta new file mode 100644 index 00000000..43c45a1b --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 4f19c7f94c794c5097d8bd11e39c750d +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs new file mode 100644 index 00000000..d8e56a44 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs @@ -0,0 +1,51 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class ShaderPropAnimator : MonoBehaviour + { + + private Renderer m_Renderer; + private Material m_Material; + + public AnimationCurve GlowCurve; + + public float m_frame; + + void Awake() + { + // Cache a reference to object's renderer + m_Renderer = GetComponent(); + + // Cache a reference to object's material and create an instance by doing so. + m_Material = m_Renderer.material; + } + + void Start() + { + StartCoroutine(AnimateProperties()); + } + + IEnumerator AnimateProperties() + { + //float lightAngle; + float glowPower; + m_frame = Random.Range(0f, 1f); + + while (true) + { + //lightAngle = (m_Material.GetFloat(ShaderPropertyIDs.ID_LightAngle) + Time.deltaTime) % 6.2831853f; + //m_Material.SetFloat(ShaderPropertyIDs.ID_LightAngle, lightAngle); + + glowPower = GlowCurve.Evaluate(m_frame); + m_Material.SetFloat(ShaderUtilities.ID_GlowPower, glowPower); + + m_frame += Time.deltaTime * Random.Range(0.2f, 0.3f); + yield return new WaitForEndOfFrame(); + } + } + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta new file mode 100644 index 00000000..29547c6a --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 2787a46a4dc848c1b4b7b9307b614bfd +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs new file mode 100644 index 00000000..1c71c489 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs @@ -0,0 +1,58 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class SimpleScript : MonoBehaviour + { + + private TextMeshPro m_textMeshPro; + //private TMP_FontAsset m_FontAsset; + + private const string label = "The <#0050FF>count is: {0:2}"; + private float m_frame; + + + void Start() + { + // Add new TextMesh Pro Component + m_textMeshPro = gameObject.AddComponent(); + + m_textMeshPro.autoSizeTextContainer = true; + + // Load the Font Asset to be used. + //m_FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TMP_FontAsset)) as TMP_FontAsset; + //m_textMeshPro.font = m_FontAsset; + + // Assign Material to TextMesh Pro Component + //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Bevel", typeof(Material)) as Material; + //m_textMeshPro.fontSharedMaterial.EnableKeyword("BEVEL_ON"); + + // Set various font settings. + m_textMeshPro.fontSize = 48; + + m_textMeshPro.alignment = TextAlignmentOptions.Center; + + //m_textMeshPro.anchorDampening = true; // Has been deprecated but under consideration for re-implementation. + //m_textMeshPro.enableAutoSizing = true; + + //m_textMeshPro.characterSpacing = 0.2f; + //m_textMeshPro.wordSpacing = 0.1f; + + //m_textMeshPro.enableCulling = true; + m_textMeshPro.enableWordWrapping = false; + + //textMeshPro.fontColor = new Color32(255, 255, 255, 255); + } + + + void Update() + { + m_textMeshPro.SetText(label, m_frame % 1000); + m_frame += 1 * Time.deltaTime; + } + + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta new file mode 100644 index 00000000..7fbe3369 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 9eff140b25d64601aabc6ba32245d099 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs new file mode 100644 index 00000000..205b0fd1 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs @@ -0,0 +1,158 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class SkewTextExample : MonoBehaviour + { + + private TMP_Text m_TextComponent; + + public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f)); + //public float AngleMultiplier = 1.0f; + //public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + public float ShearAmount = 1.0f; + + void Awake() + { + m_TextComponent = gameObject.GetComponent(); + } + + + void Start() + { + StartCoroutine(WarpText()); + } + + + private AnimationCurve CopyAnimationCurve(AnimationCurve curve) + { + AnimationCurve newCurve = new AnimationCurve(); + + newCurve.keys = curve.keys; + + return newCurve; + } + + + /// + /// Method to curve text along a Unity animation curve. + /// + /// + /// + IEnumerator WarpText() + { + VertexCurve.preWrapMode = WrapMode.Clamp; + VertexCurve.postWrapMode = WrapMode.Clamp; + + //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh; + + Vector3[] vertices; + Matrix4x4 matrix; + + m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated. + CurveScale *= 10; + float old_CurveScale = CurveScale; + float old_ShearValue = ShearAmount; + AnimationCurve old_curve = CopyAnimationCurve(VertexCurve); + + while (true) + { + if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value && old_ShearValue == ShearAmount) + { + yield return null; + continue; + } + + old_CurveScale = CurveScale; + old_curve = CopyAnimationCurve(VertexCurve); + old_ShearValue = ShearAmount; + + m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate. + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + int characterCount = textInfo.characterCount; + + + if (characterCount == 0) continue; + + //vertices = textInfo.meshInfo[0].vertices; + //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex; + + float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x; + float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x; + + + + for (int i = 0; i < characterCount; i++) + { + if (!textInfo.characterInfo[i].isVisible) + continue; + + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the index of the mesh used by this character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + vertices = textInfo.meshInfo[materialIndex].vertices; + + // Compute the baseline mid point for each character + Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine); + //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f); + + // Apply offset to adjust our pivot point. + vertices[vertexIndex + 0] += -offsetToMidBaseline; + vertices[vertexIndex + 1] += -offsetToMidBaseline; + vertices[vertexIndex + 2] += -offsetToMidBaseline; + vertices[vertexIndex + 3] += -offsetToMidBaseline; + + // Apply the Shearing FX + float shear_value = ShearAmount * 0.01f; + Vector3 topShear = new Vector3(shear_value * (textInfo.characterInfo[i].topRight.y - textInfo.characterInfo[i].baseLine), 0, 0); + Vector3 bottomShear = new Vector3(shear_value * (textInfo.characterInfo[i].baseLine - textInfo.characterInfo[i].bottomRight.y), 0, 0); + + vertices[vertexIndex + 0] += -bottomShear; + vertices[vertexIndex + 1] += topShear; + vertices[vertexIndex + 2] += topShear; + vertices[vertexIndex + 3] += -bottomShear; + + + // Compute the angle of rotation for each character based on the animation curve + float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh. + float x1 = x0 + 0.0001f; + float y0 = VertexCurve.Evaluate(x0) * CurveScale; + float y1 = VertexCurve.Evaluate(x1) * CurveScale; + + Vector3 horizontal = new Vector3(1, 0, 0); + //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0); + Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0); + + float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f; + Vector3 cross = Vector3.Cross(horizontal, tangent); + float angle = cross.z > 0 ? dot : 360 - dot; + + matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one); + + vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]); + vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]); + vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]); + vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]); + + vertices[vertexIndex + 0] += offsetToMidBaseline; + vertices[vertexIndex + 1] += offsetToMidBaseline; + vertices[vertexIndex + 2] += offsetToMidBaseline; + vertices[vertexIndex + 3] += offsetToMidBaseline; + } + + + // Upload the mesh with the revised information + m_TextComponent.UpdateVertexData(); + + yield return null; // new WaitForSeconds(0.025f); + } + } + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta new file mode 100644 index 00000000..46111059 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d412675cfb3441efa3bf8dcd9b7624dc +timeCreated: 1458801336 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs new file mode 100644 index 00000000..ad76118f --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs @@ -0,0 +1,27 @@ +using UnityEngine; +using System; + + +namespace TMPro +{ + /// + /// EXample of a Custom Character Input Validator to only allow digits from 0 to 9. + /// + [Serializable] + //[CreateAssetMenu(fileName = "InputValidator - Digits.asset", menuName = "TextMeshPro/Input Validators/Digits", order = 100)] + public class TMP_DigitValidator : TMP_InputValidator + { + // Custom text input validation function + public override char Validate(ref string text, ref int pos, char ch) + { + if (ch >= '0' && ch <= '9') + { + text += ch; + pos += 1; + return ch; + } + + return (char)0; + } + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta new file mode 100644 index 00000000..f013655a --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1a7eb92a01ed499a987bde9def05fbce +timeCreated: 1473112765 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs new file mode 100644 index 00000000..9f022f30 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs @@ -0,0 +1,64 @@ +using UnityEngine; +using UnityEngine.UI; +using System.Collections; +using TMPro; + + +namespace TMPro.Examples +{ + + public class TMP_ExampleScript_01 : MonoBehaviour + { + public enum objectType { TextMeshPro = 0, TextMeshProUGUI = 1 }; + + public objectType ObjectType; + public bool isStatic; + + private TMP_Text m_text; + + //private TMP_InputField m_inputfield; + + + private const string k_label = "The count is <#0080ff>{0}"; + private int count; + + void Awake() + { + // Get a reference to the TMP text component if one already exists otherwise add one. + // This example show the convenience of having both TMP components derive from TMP_Text. + if (ObjectType == 0) + m_text = GetComponent() ?? gameObject.AddComponent(); + else + m_text = GetComponent() ?? gameObject.AddComponent(); + + // Load a new font asset and assign it to the text object. + m_text.font = Resources.Load("Fonts & Materials/Anton SDF"); + + // Load a new material preset which was created with the context menu duplicate. + m_text.fontSharedMaterial = Resources.Load("Fonts & Materials/Anton SDF - Drop Shadow"); + + // Set the size of the font. + m_text.fontSize = 120; + + // Set the text + m_text.text = "A <#0080ff>simple line of text."; + + // Get the preferred width and height based on the supplied width and height as opposed to the actual size of the current text container. + Vector2 size = m_text.GetPreferredValues(Mathf.Infinity, Mathf.Infinity); + + // Set the size of the RectTransform based on the new calculated values. + m_text.rectTransform.sizeDelta = new Vector2(size.x, size.y); + } + + + void Update() + { + if (!isStatic) + { + m_text.SetText(k_label, count % 1000); + count += 1; + } + } + + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta new file mode 100644 index 00000000..af5c4d4f --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 6f2c5b59b6874405865e2616e4ec276a +timeCreated: 1449625634 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs new file mode 100644 index 00000000..4a858b50 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs @@ -0,0 +1,134 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMP_FrameRateCounter : MonoBehaviour + { + public float UpdateInterval = 5.0f; + private float m_LastInterval = 0; + private int m_Frames = 0; + + public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight }; + + public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight; + + private string htmlColorTag; + private const string fpsLabel = "{0:2} <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS"; + + private TextMeshPro m_TextMeshPro; + private Transform m_frameCounter_transform; + private Camera m_camera; + + private FpsCounterAnchorPositions last_AnchorPosition; + + void Awake() + { + if (!enabled) + return; + + m_camera = Camera.main; + Application.targetFrameRate = 9999; + + GameObject frameCounter = new GameObject("Frame Counter"); + + m_TextMeshPro = frameCounter.AddComponent(); + m_TextMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF"); + m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Overlay"); + + + m_frameCounter_transform = frameCounter.transform; + m_frameCounter_transform.SetParent(m_camera.transform); + m_frameCounter_transform.localRotation = Quaternion.identity; + + m_TextMeshPro.enableWordWrapping = false; + m_TextMeshPro.fontSize = 24; + //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128); + //m_TextMeshPro.edgeWidth = .15f; + //m_TextMeshPro.isOverlay = true; + + //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0); + //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255); + //m_TextMeshPro.FontMaterial.renderQueue = 4000; + + //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f)); + + Set_FrameCounter_Position(AnchorPosition); + last_AnchorPosition = AnchorPosition; + + + } + + void Start() + { + m_LastInterval = Time.realtimeSinceStartup; + m_Frames = 0; + } + + void Update() + { + if (AnchorPosition != last_AnchorPosition) + Set_FrameCounter_Position(AnchorPosition); + + last_AnchorPosition = AnchorPosition; + + m_Frames += 1; + float timeNow = Time.realtimeSinceStartup; + + if (timeNow > m_LastInterval + UpdateInterval) + { + // display two fractional digits (f2 format) + float fps = m_Frames / (timeNow - m_LastInterval); + float ms = 1000.0f / Mathf.Max(fps, 0.00001f); + + if (fps < 30) + htmlColorTag = ""; + else if (fps < 10) + htmlColorTag = ""; + else + htmlColorTag = ""; + + //string format = System.String.Format(htmlColorTag + "{0:F2} FPS \n{1:F2} <#8080ff>MS",fps, ms); + //m_TextMeshPro.text = format; + + m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms); + + m_Frames = 0; + m_LastInterval = timeNow; + } + } + + + void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) + { + //Debug.Log("Changing frame counter anchor position."); + m_TextMeshPro.margin = new Vector4(1f, 1f, 1f, 1f); + + switch (anchor_position) + { + case FpsCounterAnchorPositions.TopLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft; + m_TextMeshPro.rectTransform.pivot = new Vector2(0, 1); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft; + m_TextMeshPro.rectTransform.pivot = new Vector2(0, 0); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); + break; + case FpsCounterAnchorPositions.TopRight: + m_TextMeshPro.alignment = TextAlignmentOptions.TopRight; + m_TextMeshPro.rectTransform.pivot = new Vector2(1, 1); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomRight: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight; + m_TextMeshPro.rectTransform.pivot = new Vector2(1, 0); + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); + break; + } + } + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta new file mode 100644 index 00000000..48fa1198 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 686ec78b56aa445795335fbadafcfaa4 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs new file mode 100644 index 00000000..0d363cea --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs @@ -0,0 +1,105 @@ +using UnityEngine; +using System.Collections; +using System; + +namespace TMPro +{ + /// + /// Example of a Custom Character Input Validator to only allow phone number in the (800) 555-1212 format. + /// + [Serializable] + //[CreateAssetMenu(fileName = "InputValidator - Phone Numbers.asset", menuName = "TextMeshPro/Input Validators/Phone Numbers")] + public class TMP_PhoneNumberValidator : TMP_InputValidator + { + // Custom text input validation function + public override char Validate(ref string text, ref int pos, char ch) + { + Debug.Log("Trying to validate..."); + + // Return unless the character is a valid digit + if (ch < '0' && ch > '9') return (char)0; + + int length = text.Length; + + // Enforce Phone Number format for every character input. + for (int i = 0; i < length + 1; i++) + { + switch (i) + { + case 0: + if (i == length) + text = "(" + ch; + pos = 2; + break; + case 1: + if (i == length) + text += ch; + pos = 2; + break; + case 2: + if (i == length) + text += ch; + pos = 3; + break; + case 3: + if (i == length) + text += ch + ") "; + pos = 6; + break; + case 4: + if (i == length) + text += ") " + ch; + pos = 7; + break; + case 5: + if (i == length) + text += " " + ch; + pos = 7; + break; + case 6: + if (i == length) + text += ch; + pos = 7; + break; + case 7: + if (i == length) + text += ch; + pos = 8; + break; + case 8: + if (i == length) + text += ch + "-"; + pos = 10; + break; + case 9: + if (i == length) + text += "-" + ch; + pos = 11; + break; + case 10: + if (i == length) + text += ch; + pos = 11; + break; + case 11: + if (i == length) + text += ch; + pos = 12; + break; + case 12: + if (i == length) + text += ch; + pos = 13; + break; + case 13: + if (i == length) + text += ch; + pos = 14; + break; + } + } + + return ch; + } + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta new file mode 100644 index 00000000..66324f09 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 83680ab1a69f4102ac67d1459fe76e1f +timeCreated: 1473056437 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs new file mode 100644 index 00000000..abbe6580 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs @@ -0,0 +1,73 @@ +using UnityEngine; + + +namespace TMPro.Examples +{ + public class TMP_TextEventCheck : MonoBehaviour + { + + public TMP_TextEventHandler TextEventHandler; + + private TMP_Text m_TextComponent; + + void OnEnable() + { + if (TextEventHandler != null) + { + // Get a reference to the text component + m_TextComponent = TextEventHandler.GetComponent(); + + TextEventHandler.onCharacterSelection.AddListener(OnCharacterSelection); + TextEventHandler.onSpriteSelection.AddListener(OnSpriteSelection); + TextEventHandler.onWordSelection.AddListener(OnWordSelection); + TextEventHandler.onLineSelection.AddListener(OnLineSelection); + TextEventHandler.onLinkSelection.AddListener(OnLinkSelection); + } + } + + + void OnDisable() + { + if (TextEventHandler != null) + { + TextEventHandler.onCharacterSelection.RemoveListener(OnCharacterSelection); + TextEventHandler.onSpriteSelection.RemoveListener(OnSpriteSelection); + TextEventHandler.onWordSelection.RemoveListener(OnWordSelection); + TextEventHandler.onLineSelection.RemoveListener(OnLineSelection); + TextEventHandler.onLinkSelection.RemoveListener(OnLinkSelection); + } + } + + + void OnCharacterSelection(char c, int index) + { + Debug.Log("Character [" + c + "] at Index: " + index + " has been selected."); + } + + void OnSpriteSelection(char c, int index) + { + Debug.Log("Sprite [" + c + "] at Index: " + index + " has been selected."); + } + + void OnWordSelection(string word, int firstCharacterIndex, int length) + { + Debug.Log("Word [" + word + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); + } + + void OnLineSelection(string lineText, int firstCharacterIndex, int length) + { + Debug.Log("Line [" + lineText + "] with first character index of " + firstCharacterIndex + " and length of " + length + " has been selected."); + } + + void OnLinkSelection(string linkID, string linkText, int linkIndex) + { + if (m_TextComponent != null) + { + TMP_LinkInfo linkInfo = m_TextComponent.textInfo.linkInfo[linkIndex]; + } + + Debug.Log("Link Index: " + linkIndex + " with ID [" + linkID + "] and Text \"" + linkText + "\" has been selected."); + } + + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta new file mode 100644 index 00000000..9012a15d --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: d736ce056cf444ca96e424f4d9c42b76 +timeCreated: 1480416736 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs new file mode 100644 index 00000000..505bf64d --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs @@ -0,0 +1,254 @@ +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using System; + + +namespace TMPro +{ + + public class TMP_TextEventHandler : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + { + [Serializable] + public class CharacterSelectionEvent : UnityEvent { } + + [Serializable] + public class SpriteSelectionEvent : UnityEvent { } + + [Serializable] + public class WordSelectionEvent : UnityEvent { } + + [Serializable] + public class LineSelectionEvent : UnityEvent { } + + [Serializable] + public class LinkSelectionEvent : UnityEvent { } + + + /// + /// Event delegate triggered when pointer is over a character. + /// + public CharacterSelectionEvent onCharacterSelection + { + get { return m_OnCharacterSelection; } + set { m_OnCharacterSelection = value; } + } + [SerializeField] + private CharacterSelectionEvent m_OnCharacterSelection = new CharacterSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a sprite. + /// + public SpriteSelectionEvent onSpriteSelection + { + get { return m_OnSpriteSelection; } + set { m_OnSpriteSelection = value; } + } + [SerializeField] + private SpriteSelectionEvent m_OnSpriteSelection = new SpriteSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a word. + /// + public WordSelectionEvent onWordSelection + { + get { return m_OnWordSelection; } + set { m_OnWordSelection = value; } + } + [SerializeField] + private WordSelectionEvent m_OnWordSelection = new WordSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a line. + /// + public LineSelectionEvent onLineSelection + { + get { return m_OnLineSelection; } + set { m_OnLineSelection = value; } + } + [SerializeField] + private LineSelectionEvent m_OnLineSelection = new LineSelectionEvent(); + + + /// + /// Event delegate triggered when pointer is over a link. + /// + public LinkSelectionEvent onLinkSelection + { + get { return m_OnLinkSelection; } + set { m_OnLinkSelection = value; } + } + [SerializeField] + private LinkSelectionEvent m_OnLinkSelection = new LinkSelectionEvent(); + + + + private TMP_Text m_TextComponent; + + private Camera m_Camera; + private Canvas m_Canvas; + + private int m_selectedLink = -1; + private int m_lastCharIndex = -1; + private int m_lastWordIndex = -1; + private int m_lastLineIndex = -1; + + void Awake() + { + // Get a reference to the text component. + m_TextComponent = gameObject.GetComponent(); + + // Get a reference to the camera rendering the text taking into consideration the text component type. + if (m_TextComponent.GetType() == typeof(TextMeshProUGUI)) + { + m_Canvas = gameObject.GetComponentInParent(); + if (m_Canvas != null) + { + if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay) + m_Camera = null; + else + m_Camera = m_Canvas.worldCamera; + } + } + else + { + m_Camera = Camera.main; + } + } + + + void LateUpdate() + { + if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextComponent.rectTransform, Input.mousePosition, m_Camera)) + { + #region Example of Character or Sprite Selection + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextComponent, Input.mousePosition, m_Camera, true); + if (charIndex != -1 && charIndex != m_lastCharIndex) + { + m_lastCharIndex = charIndex; + + TMP_TextElementType elementType = m_TextComponent.textInfo.characterInfo[charIndex].elementType; + + // Send event to any event listeners depending on whether it is a character or sprite. + if (elementType == TMP_TextElementType.Character) + SendOnCharacterSelection(m_TextComponent.textInfo.characterInfo[charIndex].character, charIndex); + else if (elementType == TMP_TextElementType.Sprite) + SendOnSpriteSelection(m_TextComponent.textInfo.characterInfo[charIndex].character, charIndex); + } + #endregion + + + #region Example of Word Selection + // Check if Mouse intersects any words and if so assign a random color to that word. + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextComponent, Input.mousePosition, m_Camera); + if (wordIndex != -1 && wordIndex != m_lastWordIndex) + { + m_lastWordIndex = wordIndex; + + // Get the information about the selected word. + TMP_WordInfo wInfo = m_TextComponent.textInfo.wordInfo[wordIndex]; + + // Send the event to any listeners. + SendOnWordSelection(wInfo.GetWord(), wInfo.firstCharacterIndex, wInfo.characterCount); + } + #endregion + + + #region Example of Line Selection + // Check if Mouse intersects any words and if so assign a random color to that word. + int lineIndex = TMP_TextUtilities.FindIntersectingLine(m_TextComponent, Input.mousePosition, m_Camera); + if (lineIndex != -1 && lineIndex != m_lastLineIndex) + { + m_lastLineIndex = lineIndex; + + // Get the information about the selected word. + TMP_LineInfo lineInfo = m_TextComponent.textInfo.lineInfo[lineIndex]; + + // Send the event to any listeners. + char[] buffer = new char[lineInfo.characterCount]; + for (int i = 0; i < lineInfo.characterCount && i < m_TextComponent.textInfo.characterInfo.Length; i++) + { + buffer[i] = m_TextComponent.textInfo.characterInfo[i + lineInfo.firstCharacterIndex].character; + } + + string lineText = new string(buffer); + SendOnLineSelection(lineText, lineInfo.firstCharacterIndex, lineInfo.characterCount); + } + #endregion + + + #region Example of Link Handling + // Check if mouse intersects with any links. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextComponent, Input.mousePosition, m_Camera); + + // Handle new Link selection. + if (linkIndex != -1 && linkIndex != m_selectedLink) + { + m_selectedLink = linkIndex; + + // Get information about the link. + TMP_LinkInfo linkInfo = m_TextComponent.textInfo.linkInfo[linkIndex]; + + // Send the event to any listeners. + SendOnLinkSelection(linkInfo.GetLinkID(), linkInfo.GetLinkText(), linkIndex); + } + #endregion + } + else + { + // Reset all selections given we are hovering outside the text container bounds. + m_selectedLink = -1; + m_lastCharIndex = -1; + m_lastWordIndex = -1; + m_lastLineIndex = -1; + } + } + + + public void OnPointerEnter(PointerEventData eventData) + { + //Debug.Log("OnPointerEnter()"); + } + + + public void OnPointerExit(PointerEventData eventData) + { + //Debug.Log("OnPointerExit()"); + } + + + private void SendOnCharacterSelection(char character, int characterIndex) + { + if (onCharacterSelection != null) + onCharacterSelection.Invoke(character, characterIndex); + } + + private void SendOnSpriteSelection(char character, int characterIndex) + { + if (onSpriteSelection != null) + onSpriteSelection.Invoke(character, characterIndex); + } + + private void SendOnWordSelection(string word, int charIndex, int length) + { + if (onWordSelection != null) + onWordSelection.Invoke(word, charIndex, length); + } + + private void SendOnLineSelection(string line, int charIndex, int length) + { + if (onLineSelection != null) + onLineSelection.Invoke(line, charIndex, length); + } + + private void SendOnLinkSelection(string linkID, string linkText, int linkIndex) + { + if (onLinkSelection != null) + onLinkSelection.Invoke(linkID, linkText, linkIndex); + } + + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta new file mode 100644 index 00000000..03c5199f --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 1312ae25639a4bae8e25ae223209cc50 +timeCreated: 1452811039 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs new file mode 100644 index 00000000..64e75af6 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs @@ -0,0 +1,652 @@ +using System; +using UnityEngine; +using System.Collections; +using UnityEditor; + + +namespace TMPro.Examples +{ + + public class TMP_TextInfoDebugTool : MonoBehaviour + { + // Since this script is used for debugging, we exclude it from builds. + // TODO: Rework this script to make it into an editor utility. + #if UNITY_EDITOR + public bool ShowCharacters; + public bool ShowWords; + public bool ShowLinks; + public bool ShowLines; + public bool ShowMeshBounds; + public bool ShowTextBounds; + [Space(10)] + [TextArea(2, 2)] + public string ObjectStats; + + [SerializeField] + private TMP_Text m_TextComponent; + + private Transform m_Transform; + private TMP_TextInfo m_TextInfo; + + private float m_ScaleMultiplier; + private float m_HandleSize; + + + void OnDrawGizmos() + { + if (m_TextComponent == null) + { + m_TextComponent = GetComponent(); + + if (m_TextComponent == null) + return; + } + + m_Transform = m_TextComponent.transform; + + // Get a reference to the text object's textInfo + m_TextInfo = m_TextComponent.textInfo; + + // Update Text Statistics + ObjectStats = "Characters: " + m_TextInfo.characterCount + " Words: " + m_TextInfo.wordCount + " Spaces: " + m_TextInfo.spaceCount + " Sprites: " + m_TextInfo.spriteCount + " Links: " + m_TextInfo.linkCount + + "\nLines: " + m_TextInfo.lineCount + " Pages: " + m_TextInfo.pageCount; + + // Get the handle size for drawing the various + m_ScaleMultiplier = m_TextComponent.GetType() == typeof(TextMeshPro) ? 1 : 0.1f; + m_HandleSize = HandleUtility.GetHandleSize(m_Transform.position) * m_ScaleMultiplier; + + // Draw line metrics + #region Draw Lines + if (ShowLines) + DrawLineBounds(); + #endregion + + // Draw word metrics + #region Draw Words + if (ShowWords) + DrawWordBounds(); + #endregion + + // Draw character metrics + #region Draw Characters + if (ShowCharacters) + DrawCharactersBounds(); + #endregion + + // Draw Quads around each of the words + #region Draw Links + if (ShowLinks) + DrawLinkBounds(); + #endregion + + // Draw Quad around the bounds of the text + #region Draw Bounds + if (ShowMeshBounds) + DrawBounds(); + #endregion + + // Draw Quad around the rendered region of the text. + #region Draw Text Bounds + if (ShowTextBounds) + DrawTextBounds(); + #endregion + } + + + /// + /// Method to draw a rectangle around each character. + /// + /// + void DrawCharactersBounds() + { + int characterCount = m_TextInfo.characterCount; + + for (int i = 0; i < characterCount; i++) + { + // Draw visible as well as invisible characters + TMP_CharacterInfo characterInfo = m_TextInfo.characterInfo[i]; + + bool isCharacterVisible = i < m_TextComponent.maxVisibleCharacters && + characterInfo.lineNumber < m_TextComponent.maxVisibleLines && + i >= m_TextComponent.firstVisibleCharacter; + + if (m_TextComponent.overflowMode == TextOverflowModes.Page) + isCharacterVisible = isCharacterVisible && characterInfo.pageNumber + 1 == m_TextComponent.pageToDisplay; + + if (!isCharacterVisible) + continue; + + float dottedLineSize = 6; + + // Get Bottom Left and Top Right position of the current character + Vector3 bottomLeft = m_Transform.TransformPoint(characterInfo.bottomLeft); + Vector3 topLeft = m_Transform.TransformPoint(new Vector3(characterInfo.topLeft.x, characterInfo.topLeft.y, 0)); + Vector3 topRight = m_Transform.TransformPoint(characterInfo.topRight); + Vector3 bottomRight = m_Transform.TransformPoint(new Vector3(characterInfo.bottomRight.x, characterInfo.bottomRight.y, 0)); + + // Draw character bounds + if (characterInfo.isVisible) + { + Color color = Color.green; + DrawDottedRectangle(bottomLeft, topRight, color); + } + else + { + Color color = Color.grey; + + float whiteSpaceAdvance = Math.Abs(characterInfo.origin - characterInfo.xAdvance) > 0.01f ? characterInfo.xAdvance : characterInfo.origin + (characterInfo.ascender - characterInfo.descender) * 0.03f; + DrawDottedRectangle(m_Transform.TransformPoint(new Vector3(characterInfo.origin, characterInfo.descender, 0)), m_Transform.TransformPoint(new Vector3(whiteSpaceAdvance, characterInfo.ascender, 0)), color, 4); + } + + float origin = characterInfo.origin; + float advance = characterInfo.xAdvance; + float ascentline = characterInfo.ascender; + float baseline = characterInfo.baseLine; + float descentline = characterInfo.descender; + + //Draw Ascent line + Vector3 ascentlineStart = m_Transform.TransformPoint(new Vector3(origin, ascentline, 0)); + Vector3 ascentlineEnd = m_Transform.TransformPoint(new Vector3(advance, ascentline, 0)); + + Handles.color = Color.cyan; + Handles.DrawDottedLine(ascentlineStart, ascentlineEnd, dottedLineSize); + + // Draw Cap Height & Mean line + float capline = characterInfo.fontAsset == null ? 0 : baseline + characterInfo.fontAsset.faceInfo.capLine * characterInfo.scale; + Vector3 capHeightStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, capline, 0)).y, 0); + Vector3 capHeightEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, capline, 0)).y, 0); + + float meanline = characterInfo.fontAsset == null ? 0 : baseline + characterInfo.fontAsset.faceInfo.meanLine * characterInfo.scale; + Vector3 meanlineStart = new Vector3(topLeft.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0); + Vector3 meanlineEnd = new Vector3(topRight.x, m_Transform.TransformPoint(new Vector3(0, meanline, 0)).y, 0); + + if (characterInfo.isVisible) + { + // Cap line + Handles.color = Color.cyan; + Handles.DrawDottedLine(capHeightStart, capHeightEnd, dottedLineSize); + + // Mean line + Handles.color = Color.cyan; + Handles.DrawDottedLine(meanlineStart, meanlineEnd, dottedLineSize); + } + + //Draw Base line + Vector3 baselineStart = m_Transform.TransformPoint(new Vector3(origin, baseline, 0)); + Vector3 baselineEnd = m_Transform.TransformPoint(new Vector3(advance, baseline, 0)); + + Handles.color = Color.cyan; + Handles.DrawDottedLine(baselineStart, baselineEnd, dottedLineSize); + + //Draw Descent line + Vector3 descentlineStart = m_Transform.TransformPoint(new Vector3(origin, descentline, 0)); + Vector3 descentlineEnd = m_Transform.TransformPoint(new Vector3(advance, descentline, 0)); + + Handles.color = Color.cyan; + Handles.DrawDottedLine(descentlineStart, descentlineEnd, dottedLineSize); + + // Draw Origin + Vector3 originPosition = m_Transform.TransformPoint(new Vector3(origin, baseline, 0)); + DrawCrosshair(originPosition, 0.05f / m_ScaleMultiplier, Color.cyan); + + // Draw Horizontal Advance + Vector3 advancePosition = m_Transform.TransformPoint(new Vector3(advance, baseline, 0)); + DrawSquare(advancePosition, 0.025f / m_ScaleMultiplier, Color.yellow); + DrawCrosshair(advancePosition, 0.0125f / m_ScaleMultiplier, Color.yellow); + + // Draw text labels for metrics + if (m_HandleSize < 0.5f) + { + GUIStyle style = new GUIStyle(GUI.skin.GetStyle("Label")); + style.normal.textColor = new Color(0.6f, 0.6f, 0.6f, 1.0f); + style.fontSize = 12; + style.fixedWidth = 200; + style.fixedHeight = 20; + + Vector3 labelPosition; + float center = (origin + advance) / 2; + + //float baselineMetrics = 0; + //float ascentlineMetrics = ascentline - baseline; + //float caplineMetrics = capline - baseline; + //float meanlineMetrics = meanline - baseline; + //float descentlineMetrics = descentline - baseline; + + // Ascent Line + labelPosition = m_Transform.TransformPoint(new Vector3(center, ascentline, 0)); + style.alignment = TextAnchor.UpperCenter; + Handles.Label(labelPosition, "Ascent Line", style); + //Handles.Label(labelPosition, "Ascent Line (" + ascentlineMetrics.ToString("f3") + ")" , style); + + // Base Line + labelPosition = m_Transform.TransformPoint(new Vector3(center, baseline, 0)); + Handles.Label(labelPosition, "Base Line", style); + //Handles.Label(labelPosition, "Base Line (" + baselineMetrics.ToString("f3") + ")" , style); + + // Descent line + labelPosition = m_Transform.TransformPoint(new Vector3(center, descentline, 0)); + Handles.Label(labelPosition, "Descent Line", style); + //Handles.Label(labelPosition, "Descent Line (" + descentlineMetrics.ToString("f3") + ")" , style); + + if (characterInfo.isVisible) + { + // Cap Line + labelPosition = m_Transform.TransformPoint(new Vector3(center, capline, 0)); + style.alignment = TextAnchor.UpperCenter; + Handles.Label(labelPosition, "Cap Line", style); + //Handles.Label(labelPosition, "Cap Line (" + caplineMetrics.ToString("f3") + ")" , style); + + // Mean Line + labelPosition = m_Transform.TransformPoint(new Vector3(center, meanline, 0)); + style.alignment = TextAnchor.UpperCenter; + Handles.Label(labelPosition, "Mean Line", style); + //Handles.Label(labelPosition, "Mean Line (" + ascentlineMetrics.ToString("f3") + ")" , style); + + // Origin + labelPosition = m_Transform.TransformPoint(new Vector3(origin, baseline, 0)); + style.alignment = TextAnchor.UpperRight; + Handles.Label(labelPosition, "Origin ", style); + + // Advance + labelPosition = m_Transform.TransformPoint(new Vector3(advance, baseline, 0)); + style.alignment = TextAnchor.UpperLeft; + Handles.Label(labelPosition, " Advance", style); + } + } + } + } + + + /// + /// Method to draw rectangles around each word of the text. + /// + /// + void DrawWordBounds() + { + for (int i = 0; i < m_TextInfo.wordCount; i++) + { + TMP_WordInfo wInfo = m_TextInfo.wordInfo[i]; + + bool isBeginRegion = false; + + Vector3 bottomLeft = Vector3.zero; + Vector3 topLeft = Vector3.zero; + Vector3 bottomRight = Vector3.zero; + Vector3 topRight = Vector3.zero; + + float maxAscender = -Mathf.Infinity; + float minDescender = Mathf.Infinity; + + Color wordColor = Color.green; + + // Iterate through each character of the word + for (int j = 0; j < wInfo.characterCount; j++) + { + int characterIndex = wInfo.firstCharacterIndex + j; + TMP_CharacterInfo currentCharInfo = m_TextInfo.characterInfo[characterIndex]; + int currentLine = currentCharInfo.lineNumber; + + bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters || + currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines || + (m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true; + + // Track Max Ascender and Min Descender + maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender); + minDescender = Mathf.Min(minDescender, currentCharInfo.descender); + + if (isBeginRegion == false && isCharacterVisible) + { + isBeginRegion = true; + + bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0); + topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0); + + //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]"); + + // If Word is one character + if (wInfo.characterCount == 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + } + + // Last Character of Word + if (isBeginRegion && j == wInfo.characterCount - 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + // If Word is split on more than one line. + else if (isBeginRegion && currentLine != m_TextInfo.characterInfo[characterIndex + 1].lineNumber) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, wordColor); + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + maxAscender = -Mathf.Infinity; + minDescender = Mathf.Infinity; + + } + } + + //Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo)); + } + + + } + + + /// + /// Draw rectangle around each of the links contained in the text. + /// + /// + void DrawLinkBounds() + { + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + for (int i = 0; i < textInfo.linkCount; i++) + { + TMP_LinkInfo linkInfo = textInfo.linkInfo[i]; + + bool isBeginRegion = false; + + Vector3 bottomLeft = Vector3.zero; + Vector3 topLeft = Vector3.zero; + Vector3 bottomRight = Vector3.zero; + Vector3 topRight = Vector3.zero; + + float maxAscender = -Mathf.Infinity; + float minDescender = Mathf.Infinity; + + Color32 linkColor = Color.cyan; + + // Iterate through each character of the link text + for (int j = 0; j < linkInfo.linkTextLength; j++) + { + int characterIndex = linkInfo.linkTextfirstCharacterIndex + j; + TMP_CharacterInfo currentCharInfo = textInfo.characterInfo[characterIndex]; + int currentLine = currentCharInfo.lineNumber; + + bool isCharacterVisible = characterIndex > m_TextComponent.maxVisibleCharacters || + currentCharInfo.lineNumber > m_TextComponent.maxVisibleLines || + (m_TextComponent.overflowMode == TextOverflowModes.Page && currentCharInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true; + + // Track Max Ascender and Min Descender + maxAscender = Mathf.Max(maxAscender, currentCharInfo.ascender); + minDescender = Mathf.Min(minDescender, currentCharInfo.descender); + + if (isBeginRegion == false && isCharacterVisible) + { + isBeginRegion = true; + + bottomLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.descender, 0); + topLeft = new Vector3(currentCharInfo.bottomLeft.x, currentCharInfo.ascender, 0); + + //Debug.Log("Start Word Region at [" + currentCharInfo.character + "]"); + + // If Link is one character + if (linkInfo.linkTextLength == 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + } + + // Last Character of Link + if (isBeginRegion && j == linkInfo.linkTextLength - 1) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor); + + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + // If Link is split on more than one line. + else if (isBeginRegion && currentLine != textInfo.characterInfo[characterIndex + 1].lineNumber) + { + isBeginRegion = false; + + topLeft = m_Transform.TransformPoint(new Vector3(topLeft.x, maxAscender, 0)); + bottomLeft = m_Transform.TransformPoint(new Vector3(bottomLeft.x, minDescender, 0)); + bottomRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, minDescender, 0)); + topRight = m_Transform.TransformPoint(new Vector3(currentCharInfo.topRight.x, maxAscender, 0)); + + // Draw Region + DrawRectangle(bottomLeft, topLeft, topRight, bottomRight, linkColor); + + maxAscender = -Mathf.Infinity; + minDescender = Mathf.Infinity; + //Debug.Log("End Word Region at [" + currentCharInfo.character + "]"); + } + } + + //Debug.Log(wInfo.GetWord(m_TextMeshPro.textInfo.characterInfo)); + } + } + + + /// + /// Draw Rectangles around each lines of the text. + /// + /// + void DrawLineBounds() + { + int lineCount = m_TextInfo.lineCount; + + for (int i = 0; i < lineCount; i++) + { + TMP_LineInfo lineInfo = m_TextInfo.lineInfo[i]; + TMP_CharacterInfo firstCharacterInfo = m_TextInfo.characterInfo[lineInfo.firstCharacterIndex]; + TMP_CharacterInfo lastCharacterInfo = m_TextInfo.characterInfo[lineInfo.lastCharacterIndex]; + + bool isLineVisible = (lineInfo.characterCount == 1 && (firstCharacterInfo.character == 10 || firstCharacterInfo.character == 11 || firstCharacterInfo.character == 0x2028 || firstCharacterInfo.character == 0x2029)) || + i > m_TextComponent.maxVisibleLines || + (m_TextComponent.overflowMode == TextOverflowModes.Page && firstCharacterInfo.pageNumber + 1 != m_TextComponent.pageToDisplay) ? false : true; + + if (!isLineVisible) continue; + + float lineBottomLeft = firstCharacterInfo.bottomLeft.x; + float lineTopRight = lastCharacterInfo.topRight.x; + + float ascentline = lineInfo.ascender; + float baseline = lineInfo.baseline; + float descentline = lineInfo.descender; + + float dottedLineSize = 12; + + // Draw line extents + DrawDottedRectangle(m_Transform.TransformPoint(lineInfo.lineExtents.min), m_Transform.TransformPoint(lineInfo.lineExtents.max), Color.green, 4); + + // Draw Ascent line + Vector3 ascentlineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, ascentline, 0)); + Vector3 ascentlineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, ascentline, 0)); + + Handles.color = Color.yellow; + Handles.DrawDottedLine(ascentlineStart, ascentlineEnd, dottedLineSize); + + // Draw Base line + Vector3 baseLineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, baseline, 0)); + Vector3 baseLineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, baseline, 0)); + + Handles.color = Color.yellow; + Handles.DrawDottedLine(baseLineStart, baseLineEnd, dottedLineSize); + + // Draw Descent line + Vector3 descentLineStart = m_Transform.TransformPoint(new Vector3(lineBottomLeft, descentline, 0)); + Vector3 descentLineEnd = m_Transform.TransformPoint(new Vector3(lineTopRight, descentline, 0)); + + Handles.color = Color.yellow; + Handles.DrawDottedLine(descentLineStart, descentLineEnd, dottedLineSize); + + // Draw text labels for metrics + if (m_HandleSize < 1.0f) + { + GUIStyle style = new GUIStyle(); + style.normal.textColor = new Color(0.8f, 0.8f, 0.8f, 1.0f); + style.fontSize = 12; + style.fixedWidth = 200; + style.fixedHeight = 20; + Vector3 labelPosition; + + // Ascent Line + labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, ascentline, 0)); + style.padding = new RectOffset(0, 10, 0, 5); + style.alignment = TextAnchor.MiddleRight; + Handles.Label(labelPosition, "Ascent Line", style); + + // Base Line + labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, baseline, 0)); + Handles.Label(labelPosition, "Base Line", style); + + // Descent line + labelPosition = m_Transform.TransformPoint(new Vector3(lineBottomLeft, descentline, 0)); + Handles.Label(labelPosition, "Descent Line", style); + } + } + } + + + /// + /// Draw Rectangle around the bounds of the text object. + /// + void DrawBounds() + { + Bounds meshBounds = m_TextComponent.bounds; + + // Get Bottom Left and Top Right position of each word + Vector3 bottomLeft = m_TextComponent.transform.position + meshBounds.min; + Vector3 topRight = m_TextComponent.transform.position + meshBounds.max; + + DrawRectangle(bottomLeft, topRight, new Color(1, 0.5f, 0)); + } + + + void DrawTextBounds() + { + Bounds textBounds = m_TextComponent.textBounds; + + Vector3 bottomLeft = m_TextComponent.transform.position + (textBounds.center - textBounds.extents); + Vector3 topRight = m_TextComponent.transform.position + (textBounds.center + textBounds.extents); + + DrawRectangle(bottomLeft, topRight, new Color(0f, 0.5f, 0.5f)); + } + + + // Draw Rectangles + void DrawRectangle(Vector3 BL, Vector3 TR, Color color) + { + Gizmos.color = color; + + Gizmos.DrawLine(new Vector3(BL.x, BL.y, 0), new Vector3(BL.x, TR.y, 0)); + Gizmos.DrawLine(new Vector3(BL.x, TR.y, 0), new Vector3(TR.x, TR.y, 0)); + Gizmos.DrawLine(new Vector3(TR.x, TR.y, 0), new Vector3(TR.x, BL.y, 0)); + Gizmos.DrawLine(new Vector3(TR.x, BL.y, 0), new Vector3(BL.x, BL.y, 0)); + } + + void DrawDottedRectangle(Vector3 bottomLeft, Vector3 topRight, Color color, float size = 5.0f) + { + Handles.color = color; + Handles.DrawDottedLine(bottomLeft, new Vector3(bottomLeft.x, topRight.y, bottomLeft.z), size); + Handles.DrawDottedLine(new Vector3(bottomLeft.x, topRight.y, bottomLeft.z), topRight, size); + Handles.DrawDottedLine(topRight, new Vector3(topRight.x, bottomLeft.y, bottomLeft.z), size); + Handles.DrawDottedLine(new Vector3(topRight.x, bottomLeft.y, bottomLeft.z), bottomLeft, size); + } + + void DrawSolidRectangle(Vector3 bottomLeft, Vector3 topRight, Color color, float size = 5.0f) + { + Handles.color = color; + Rect rect = new Rect(bottomLeft, topRight - bottomLeft); + Handles.DrawSolidRectangleWithOutline(rect, color, Color.black); + } + + void DrawSquare(Vector3 position, float size, Color color) + { + Handles.color = color; + Vector3 bottomLeft = new Vector3(position.x - size, position.y - size, position.z); + Vector3 topLeft = new Vector3(position.x - size, position.y + size, position.z); + Vector3 topRight = new Vector3(position.x + size, position.y + size, position.z); + Vector3 bottomRight = new Vector3(position.x + size, position.y - size, position.z); + + Handles.DrawLine(bottomLeft, topLeft); + Handles.DrawLine(topLeft, topRight); + Handles.DrawLine(topRight, bottomRight); + Handles.DrawLine(bottomRight, bottomLeft); + } + + void DrawCrosshair(Vector3 position, float size, Color color) + { + Handles.color = color; + + Handles.DrawLine(new Vector3(position.x - size, position.y, position.z), new Vector3(position.x + size, position.y, position.z)); + Handles.DrawLine(new Vector3(position.x, position.y - size, position.z), new Vector3(position.x, position.y + size, position.z)); + } + + + // Draw Rectangles + void DrawRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color) + { + Gizmos.color = color; + + Gizmos.DrawLine(bl, tl); + Gizmos.DrawLine(tl, tr); + Gizmos.DrawLine(tr, br); + Gizmos.DrawLine(br, bl); + } + + + // Draw Rectangles + void DrawDottedRectangle(Vector3 bl, Vector3 tl, Vector3 tr, Vector3 br, Color color) + { + var cam = Camera.current; + float dotSpacing = (cam.WorldToScreenPoint(br).x - cam.WorldToScreenPoint(bl).x) / 75f; + UnityEditor.Handles.color = color; + + UnityEditor.Handles.DrawDottedLine(bl, tl, dotSpacing); + UnityEditor.Handles.DrawDottedLine(tl, tr, dotSpacing); + UnityEditor.Handles.DrawDottedLine(tr, br, dotSpacing); + UnityEditor.Handles.DrawDottedLine(br, bl, dotSpacing); + } + #endif + } +} + diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta new file mode 100644 index 00000000..12400bfe --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 21256c5b62f346f18640dad779911e20 +timeCreated: 1430348781 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs new file mode 100644 index 00000000..33d56e4c --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs @@ -0,0 +1,157 @@ +using UnityEngine; +using UnityEngine.EventSystems; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMP_TextSelector_A : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler + { + private TextMeshPro m_TextMeshPro; + + private Camera m_Camera; + + private bool m_isHoveringObject; + private int m_selectedLink = -1; + private int m_lastCharIndex = -1; + private int m_lastWordIndex = -1; + + void Awake() + { + m_TextMeshPro = gameObject.GetComponent(); + m_Camera = Camera.main; + + // Force generation of the text object so we have valid data to work with. This is needed since LateUpdate() will be called before the text object has a chance to generated when entering play mode. + m_TextMeshPro.ForceMeshUpdate(); + } + + + void LateUpdate() + { + m_isHoveringObject = false; + + if (TMP_TextUtilities.IsIntersectingRectTransform(m_TextMeshPro.rectTransform, Input.mousePosition, Camera.main)) + { + m_isHoveringObject = true; + } + + if (m_isHoveringObject) + { + #region Example of Character Selection + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, Camera.main, true); + if (charIndex != -1 && charIndex != m_lastCharIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))) + { + //Debug.Log("[" + m_TextMeshPro.textInfo.characterInfo[charIndex].character + "] has been selected."); + + m_lastCharIndex = charIndex; + + int meshIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex; + + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32; + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + + //m_TextMeshPro.mesh.colors32 = vertexColors; + m_TextMeshPro.textInfo.meshInfo[meshIndex].mesh.colors32 = vertexColors; + } + #endregion + + #region Example of Link Handling + // Check if mouse intersects with any links. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous link selection if one existed. + if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink) + { + //m_TextPopup_RectTransform.gameObject.SetActive(false); + m_selectedLink = -1; + } + + // Handle new Link selection. + if (linkIndex != -1 && linkIndex != m_selectedLink) + { + m_selectedLink = linkIndex; + + TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex]; + + // The following provides an example of how to access the link properties. + //Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text. + + Vector3 worldPointInRectangle; + + RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle); + + switch (linkInfo.GetLinkID()) + { + case "id_01": // 100041637: // id_01 + //m_TextPopup_RectTransform.position = worldPointInRectangle; + //m_TextPopup_RectTransform.gameObject.SetActive(true); + //m_TextPopup_TMPComponent.text = k_LinkText + " ID 01"; + break; + case "id_02": // 100041638: // id_02 + //m_TextPopup_RectTransform.position = worldPointInRectangle; + //m_TextPopup_RectTransform.gameObject.SetActive(true); + //m_TextPopup_TMPComponent.text = k_LinkText + " ID 02"; + break; + } + } + #endregion + + + #region Example of Word Selection + // Check if Mouse intersects any words and if so assign a random color to that word. + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, Camera.main); + if (wordIndex != -1 && wordIndex != m_lastWordIndex) + { + m_lastWordIndex = wordIndex; + + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex]; + + Vector3 wordPOS = m_TextMeshPro.transform.TransformPoint(m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex].bottomLeft); + wordPOS = Camera.main.WorldToScreenPoint(wordPOS); + + //Debug.Log("Mouse Position: " + Input.mousePosition.ToString("f3") + " Word Position: " + wordPOS.ToString("f3")); + + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[0].colors32; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + for (int i = 0; i < wInfo.characterCount; i++) + { + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex; + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + } + + m_TextMeshPro.mesh.colors32 = vertexColors; + } + #endregion + } + } + + + public void OnPointerEnter(PointerEventData eventData) + { + Debug.Log("OnPointerEnter()"); + m_isHoveringObject = true; + } + + + public void OnPointerExit(PointerEventData eventData) + { + Debug.Log("OnPointerExit()"); + m_isHoveringObject = false; + } + + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta new file mode 100644 index 00000000..da25ec4e --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 103e0a6a1d404693b9fb1a5173e0e979 +timeCreated: 1452811039 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs new file mode 100644 index 00000000..e41fbfa1 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs @@ -0,0 +1,547 @@ +using UnityEngine; +using UnityEngine.Events; +using UnityEngine.EventSystems; +using System.Collections; +using System.Collections.Generic; + + +#pragma warning disable 0618 // Disabled warning due to SetVertices being deprecated until new release with SetMesh() is available. + +namespace TMPro.Examples +{ + + public class TMP_TextSelector_B : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler, IPointerClickHandler, IPointerUpHandler + { + public RectTransform TextPopup_Prefab_01; + + private RectTransform m_TextPopup_RectTransform; + private TextMeshProUGUI m_TextPopup_TMPComponent; + private const string k_LinkText = "You have selected link <#ffff00>"; + private const string k_WordText = "Word Index: <#ffff00>"; + + + private TextMeshProUGUI m_TextMeshPro; + private Canvas m_Canvas; + private Camera m_Camera; + + // Flags + private bool isHoveringObject; + private int m_selectedWord = -1; + private int m_selectedLink = -1; + private int m_lastIndex = -1; + + private Matrix4x4 m_matrix; + + private TMP_MeshInfo[] m_cachedMeshInfoVertexData; + + void Awake() + { + m_TextMeshPro = gameObject.GetComponent(); + + + m_Canvas = gameObject.GetComponentInParent(); + + // Get a reference to the camera if Canvas Render Mode is not ScreenSpace Overlay. + if (m_Canvas.renderMode == RenderMode.ScreenSpaceOverlay) + m_Camera = null; + else + m_Camera = m_Canvas.worldCamera; + + // Create pop-up text object which is used to show the link information. + m_TextPopup_RectTransform = Instantiate(TextPopup_Prefab_01) as RectTransform; + m_TextPopup_RectTransform.SetParent(m_Canvas.transform, false); + m_TextPopup_TMPComponent = m_TextPopup_RectTransform.GetComponentInChildren(); + m_TextPopup_RectTransform.gameObject.SetActive(false); + } + + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + // UnSubscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj == m_TextMeshPro) + { + // Update cached vertex data. + m_cachedMeshInfoVertexData = m_TextMeshPro.textInfo.CopyMeshInfoVertexData(); + } + } + + + void LateUpdate() + { + if (isHoveringObject) + { + // Check if Mouse Intersects any of the characters. If so, assign a random color. + #region Handle Character Selection + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true); + + // Undo Swap and Vertex Attribute changes. + if (charIndex == -1 || charIndex != m_lastIndex) + { + RestoreCachedVertexAttributes(m_lastIndex); + m_lastIndex = -1; + } + + if (charIndex != -1 && charIndex != m_lastIndex && (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))) + { + m_lastIndex = charIndex; + + // Get the index of the material / sub text object used by this character. + int materialIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].materialReferenceIndex; + + // Get the index of the first vertex of the selected character. + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex; + + // Get a reference to the vertices array. + Vector3[] vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices; + + // Determine the center point of the character. + Vector2 charMidBasline = (vertices[vertexIndex + 0] + vertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of the character to aligned with middle of character / baseline. + // This is needed so the matrix TRS is applied at the origin for each character. + Vector3 offset = charMidBasline; + + // Translate the character to the middle baseline. + vertices[vertexIndex + 0] = vertices[vertexIndex + 0] - offset; + vertices[vertexIndex + 1] = vertices[vertexIndex + 1] - offset; + vertices[vertexIndex + 2] = vertices[vertexIndex + 2] - offset; + vertices[vertexIndex + 3] = vertices[vertexIndex + 3] - offset; + + float zoomFactor = 1.5f; + + // Setup the Matrix for the scale change. + m_matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one * zoomFactor); + + // Apply Matrix operation on the given character. + vertices[vertexIndex + 0] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]); + vertices[vertexIndex + 1] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]); + vertices[vertexIndex + 2] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]); + vertices[vertexIndex + 3] = m_matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]); + + // Translate the character back to its original position. + vertices[vertexIndex + 0] = vertices[vertexIndex + 0] + offset; + vertices[vertexIndex + 1] = vertices[vertexIndex + 1] + offset; + vertices[vertexIndex + 2] = vertices[vertexIndex + 2] + offset; + vertices[vertexIndex + 3] = vertices[vertexIndex + 3] + offset; + + // Change Vertex Colors of the highlighted character + Color32 c = new Color32(255, 255, 192, 255); + + // Get a reference to the vertex color + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32; + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + + + // Get a reference to the meshInfo of the selected character. + TMP_MeshInfo meshInfo = m_TextMeshPro.textInfo.meshInfo[materialIndex]; + + // Get the index of the last character's vertex attributes. + int lastVertexIndex = vertices.Length - 4; + + // Swap the current character's vertex attributes with those of the last element in the vertex attribute arrays. + // We do this to make sure this character is rendered last and over other characters. + meshInfo.SwapVertexData(vertexIndex, lastVertexIndex); + + // Need to update the appropriate + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + } + #endregion + + + #region Word Selection Handling + //Check if Mouse intersects any words and if so assign a random color to that word. + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous word selection. + if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord)) + { + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord]; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int characterIndex = wInfo.firstCharacterIndex + i; + + // Get the index of the material / sub text object used by this character. + int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex; + + // Get the index of the first vertex of this character. + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex; + + // Get a reference to the vertex color + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32; + + Color32 c = vertexColors[vertexIndex + 0].Tint(1.33333f); + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + } + + // Update Geometry + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + + m_selectedWord = -1; + } + + + // Word Selection Handling + if (wordIndex != -1 && wordIndex != m_selectedWord && !(Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))) + { + m_selectedWord = wordIndex; + + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex]; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int characterIndex = wInfo.firstCharacterIndex + i; + + // Get the index of the material / sub text object used by this character. + int meshIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].materialReferenceIndex; + + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[characterIndex].vertexIndex; + + // Get a reference to the vertex color + Color32[] vertexColors = m_TextMeshPro.textInfo.meshInfo[meshIndex].colors32; + + Color32 c = vertexColors[vertexIndex + 0].Tint(0.75f); + + vertexColors[vertexIndex + 0] = c; + vertexColors[vertexIndex + 1] = c; + vertexColors[vertexIndex + 2] = c; + vertexColors[vertexIndex + 3] = c; + } + + // Update Geometry + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + + } + #endregion + + + #region Example of Link Handling + // Check if mouse intersects with any links. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous link selection if one existed. + if ((linkIndex == -1 && m_selectedLink != -1) || linkIndex != m_selectedLink) + { + m_TextPopup_RectTransform.gameObject.SetActive(false); + m_selectedLink = -1; + } + + // Handle new Link selection. + if (linkIndex != -1 && linkIndex != m_selectedLink) + { + m_selectedLink = linkIndex; + + TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex]; + + // Debug.Log("Link ID: \"" + linkInfo.GetLinkID() + "\" Link Text: \"" + linkInfo.GetLinkText() + "\""); // Example of how to retrieve the Link ID and Link Text. + + Vector3 worldPointInRectangle; + RectTransformUtility.ScreenPointToWorldPointInRectangle(m_TextMeshPro.rectTransform, Input.mousePosition, m_Camera, out worldPointInRectangle); + + switch (linkInfo.GetLinkID()) + { + case "id_01": // 100041637: // id_01 + m_TextPopup_RectTransform.position = worldPointInRectangle; + m_TextPopup_RectTransform.gameObject.SetActive(true); + m_TextPopup_TMPComponent.text = k_LinkText + " ID 01"; + break; + case "id_02": // 100041638: // id_02 + m_TextPopup_RectTransform.position = worldPointInRectangle; + m_TextPopup_RectTransform.gameObject.SetActive(true); + m_TextPopup_TMPComponent.text = k_LinkText + " ID 02"; + break; + } + } + #endregion + + } + else + { + // Restore any character that may have been modified + if (m_lastIndex != -1) + { + RestoreCachedVertexAttributes(m_lastIndex); + m_lastIndex = -1; + } + } + + } + + + public void OnPointerEnter(PointerEventData eventData) + { + //Debug.Log("OnPointerEnter()"); + isHoveringObject = true; + } + + + public void OnPointerExit(PointerEventData eventData) + { + //Debug.Log("OnPointerExit()"); + isHoveringObject = false; + } + + + public void OnPointerClick(PointerEventData eventData) + { + //Debug.Log("Click at POS: " + eventData.position + " World POS: " + eventData.worldPosition); + + // Check if Mouse Intersects any of the characters. If so, assign a random color. + #region Character Selection Handling + /* + int charIndex = TMP_TextUtilities.FindIntersectingCharacter(m_TextMeshPro, Input.mousePosition, m_Camera, true); + if (charIndex != -1 && charIndex != m_lastIndex) + { + //Debug.Log("Character [" + m_TextMeshPro.textInfo.characterInfo[index].character + "] was selected at POS: " + eventData.position); + m_lastIndex = charIndex; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[charIndex].vertexIndex; + + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + } + */ + #endregion + + + #region Word Selection Handling + //Check if Mouse intersects any words and if so assign a random color to that word. + /* + int wordIndex = TMP_TextUtilities.FindIntersectingWord(m_TextMeshPro, Input.mousePosition, m_Camera); + + // Clear previous word selection. + if (m_TextPopup_RectTransform != null && m_selectedWord != -1 && (wordIndex == -1 || wordIndex != m_selectedWord)) + { + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[m_selectedWord]; + + // Get a reference to the uiVertices array. + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex; + + Color32 c = uiVertices[vertexIndex + 0].color.Tint(1.33333f); + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + } + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + + m_selectedWord = -1; + } + + // Handle word selection + if (wordIndex != -1 && wordIndex != m_selectedWord) + { + m_selectedWord = wordIndex; + + TMP_WordInfo wInfo = m_TextMeshPro.textInfo.wordInfo[wordIndex]; + + // Get a reference to the uiVertices array. + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + // Iterate through each of the characters of the word. + for (int i = 0; i < wInfo.characterCount; i++) + { + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[wInfo.firstCharacterIndex + i].vertexIndex; + + Color32 c = uiVertices[vertexIndex + 0].color.Tint(0.75f); + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + } + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + } + */ + #endregion + + + #region Link Selection Handling + /* + // Check if Mouse intersects any words and if so assign a random color to that word. + int linkIndex = TMP_TextUtilities.FindIntersectingLink(m_TextMeshPro, Input.mousePosition, m_Camera); + if (linkIndex != -1) + { + TMP_LinkInfo linkInfo = m_TextMeshPro.textInfo.linkInfo[linkIndex]; + int linkHashCode = linkInfo.hashCode; + + //Debug.Log(TMP_TextUtilities.GetSimpleHashCode("id_02")); + + switch (linkHashCode) + { + case 291445: // id_01 + if (m_LinkObject01 == null) + m_LinkObject01 = Instantiate(Link_01_Prefab); + else + { + m_LinkObject01.gameObject.SetActive(true); + } + + break; + case 291446: // id_02 + break; + + } + + // Example of how to modify vertex attributes like colors + #region Vertex Attribute Modification Example + UIVertex[] uiVertices = m_TextMeshPro.textInfo.meshInfo.uiVertices; + + Color32 c = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + for (int i = 0; i < linkInfo.characterCount; i++) + { + TMP_CharacterInfo cInfo = m_TextMeshPro.textInfo.characterInfo[linkInfo.firstCharacterIndex + i]; + + if (!cInfo.isVisible) continue; // Skip invisible characters. + + int vertexIndex = cInfo.vertexIndex; + + uiVertices[vertexIndex + 0].color = c; + uiVertices[vertexIndex + 1].color = c; + uiVertices[vertexIndex + 2].color = c; + uiVertices[vertexIndex + 3].color = c; + } + + m_TextMeshPro.canvasRenderer.SetVertices(uiVertices, uiVertices.Length); + #endregion + } + */ + #endregion + } + + + public void OnPointerUp(PointerEventData eventData) + { + //Debug.Log("OnPointerUp()"); + } + + + void RestoreCachedVertexAttributes(int index) + { + if (index == -1 || index > m_TextMeshPro.textInfo.characterCount - 1) return; + + // Get the index of the material / sub text object used by this character. + int materialIndex = m_TextMeshPro.textInfo.characterInfo[index].materialReferenceIndex; + + // Get the index of the first vertex of the selected character. + int vertexIndex = m_TextMeshPro.textInfo.characterInfo[index].vertexIndex; + + // Restore Vertices + // Get a reference to the cached / original vertices. + Vector3[] src_vertices = m_cachedMeshInfoVertexData[materialIndex].vertices; + + // Get a reference to the vertices that we need to replace. + Vector3[] dst_vertices = m_TextMeshPro.textInfo.meshInfo[materialIndex].vertices; + + // Restore / Copy vertices from source to destination + dst_vertices[vertexIndex + 0] = src_vertices[vertexIndex + 0]; + dst_vertices[vertexIndex + 1] = src_vertices[vertexIndex + 1]; + dst_vertices[vertexIndex + 2] = src_vertices[vertexIndex + 2]; + dst_vertices[vertexIndex + 3] = src_vertices[vertexIndex + 3]; + + // Restore Vertex Colors + // Get a reference to the vertex colors we need to replace. + Color32[] dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32; + + // Get a reference to the cached / original vertex colors. + Color32[] src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32; + + // Copy the vertex colors from source to destination. + dst_colors[vertexIndex + 0] = src_colors[vertexIndex + 0]; + dst_colors[vertexIndex + 1] = src_colors[vertexIndex + 1]; + dst_colors[vertexIndex + 2] = src_colors[vertexIndex + 2]; + dst_colors[vertexIndex + 3] = src_colors[vertexIndex + 3]; + + // Restore UV0S + // UVS0 + Vector2[] src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0; + Vector2[] dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0; + dst_uv0s[vertexIndex + 0] = src_uv0s[vertexIndex + 0]; + dst_uv0s[vertexIndex + 1] = src_uv0s[vertexIndex + 1]; + dst_uv0s[vertexIndex + 2] = src_uv0s[vertexIndex + 2]; + dst_uv0s[vertexIndex + 3] = src_uv0s[vertexIndex + 3]; + + // UVS2 + Vector2[] src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2; + Vector2[] dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2; + dst_uv2s[vertexIndex + 0] = src_uv2s[vertexIndex + 0]; + dst_uv2s[vertexIndex + 1] = src_uv2s[vertexIndex + 1]; + dst_uv2s[vertexIndex + 2] = src_uv2s[vertexIndex + 2]; + dst_uv2s[vertexIndex + 3] = src_uv2s[vertexIndex + 3]; + + + // Restore last vertex attribute as we swapped it as well + int lastIndex = (src_vertices.Length / 4 - 1) * 4; + + // Vertices + dst_vertices[lastIndex + 0] = src_vertices[lastIndex + 0]; + dst_vertices[lastIndex + 1] = src_vertices[lastIndex + 1]; + dst_vertices[lastIndex + 2] = src_vertices[lastIndex + 2]; + dst_vertices[lastIndex + 3] = src_vertices[lastIndex + 3]; + + // Vertex Colors + src_colors = m_cachedMeshInfoVertexData[materialIndex].colors32; + dst_colors = m_TextMeshPro.textInfo.meshInfo[materialIndex].colors32; + dst_colors[lastIndex + 0] = src_colors[lastIndex + 0]; + dst_colors[lastIndex + 1] = src_colors[lastIndex + 1]; + dst_colors[lastIndex + 2] = src_colors[lastIndex + 2]; + dst_colors[lastIndex + 3] = src_colors[lastIndex + 3]; + + // UVS0 + src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0; + dst_uv0s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs0; + dst_uv0s[lastIndex + 0] = src_uv0s[lastIndex + 0]; + dst_uv0s[lastIndex + 1] = src_uv0s[lastIndex + 1]; + dst_uv0s[lastIndex + 2] = src_uv0s[lastIndex + 2]; + dst_uv0s[lastIndex + 3] = src_uv0s[lastIndex + 3]; + + // UVS2 + src_uv2s = m_cachedMeshInfoVertexData[materialIndex].uvs2; + dst_uv2s = m_TextMeshPro.textInfo.meshInfo[materialIndex].uvs2; + dst_uv2s[lastIndex + 0] = src_uv2s[lastIndex + 0]; + dst_uv2s[lastIndex + 1] = src_uv2s[lastIndex + 1]; + dst_uv2s[lastIndex + 2] = src_uv2s[lastIndex + 2]; + dst_uv2s[lastIndex + 3] = src_uv2s[lastIndex + 3]; + + // Need to update the appropriate + m_TextMeshPro.UpdateVertexData(TMP_VertexDataUpdateFlags.All); + } + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta new file mode 100644 index 00000000..0fc3741c --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta @@ -0,0 +1,14 @@ +fileFormatVersion: 2 +guid: a05dcd8be7ec4ccbb35c26219884aa37 +timeCreated: 1435531209 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TextPopup_Prefab_01: {fileID: 22450954, guid: b06f0e6c1dfa4356ac918da1bb32c603, + type: 2} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs new file mode 100644 index 00000000..586e8be2 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs @@ -0,0 +1,125 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMP_UiFrameRateCounter : MonoBehaviour + { + public float UpdateInterval = 5.0f; + private float m_LastInterval = 0; + private int m_Frames = 0; + + public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight }; + + public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.TopRight; + + private string htmlColorTag; + private const string fpsLabel = "{0:2} <#8080ff>FPS \n<#FF8000>{1:2} <#8080ff>MS"; + + private TextMeshProUGUI m_TextMeshPro; + private RectTransform m_frameCounter_transform; + + private FpsCounterAnchorPositions last_AnchorPosition; + + void Awake() + { + if (!enabled) + return; + + Application.targetFrameRate = 1000; + + GameObject frameCounter = new GameObject("Frame Counter"); + m_frameCounter_transform = frameCounter.AddComponent(); + + m_frameCounter_transform.SetParent(this.transform, false); + + m_TextMeshPro = frameCounter.AddComponent(); + m_TextMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF"); + m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Overlay"); + + m_TextMeshPro.enableWordWrapping = false; + m_TextMeshPro.fontSize = 36; + + m_TextMeshPro.isOverlay = true; + + Set_FrameCounter_Position(AnchorPosition); + last_AnchorPosition = AnchorPosition; + } + + + void Start() + { + m_LastInterval = Time.realtimeSinceStartup; + m_Frames = 0; + } + + + void Update() + { + if (AnchorPosition != last_AnchorPosition) + Set_FrameCounter_Position(AnchorPosition); + + last_AnchorPosition = AnchorPosition; + + m_Frames += 1; + float timeNow = Time.realtimeSinceStartup; + + if (timeNow > m_LastInterval + UpdateInterval) + { + // display two fractional digits (f2 format) + float fps = m_Frames / (timeNow - m_LastInterval); + float ms = 1000.0f / Mathf.Max(fps, 0.00001f); + + if (fps < 30) + htmlColorTag = ""; + else if (fps < 10) + htmlColorTag = ""; + else + htmlColorTag = ""; + + m_TextMeshPro.SetText(htmlColorTag + fpsLabel, fps, ms); + + m_Frames = 0; + m_LastInterval = timeNow; + } + } + + + void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) + { + switch (anchor_position) + { + case FpsCounterAnchorPositions.TopLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.TopLeft; + m_frameCounter_transform.pivot = new Vector2(0, 1); + m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.99f); + m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.99f); + m_frameCounter_transform.anchoredPosition = new Vector2(0, 1); + break; + case FpsCounterAnchorPositions.BottomLeft: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomLeft; + m_frameCounter_transform.pivot = new Vector2(0, 0); + m_frameCounter_transform.anchorMin = new Vector2(0.01f, 0.01f); + m_frameCounter_transform.anchorMax = new Vector2(0.01f, 0.01f); + m_frameCounter_transform.anchoredPosition = new Vector2(0, 0); + break; + case FpsCounterAnchorPositions.TopRight: + m_TextMeshPro.alignment = TextAlignmentOptions.TopRight; + m_frameCounter_transform.pivot = new Vector2(1, 1); + m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.99f); + m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.99f); + m_frameCounter_transform.anchoredPosition = new Vector2(1, 1); + break; + case FpsCounterAnchorPositions.BottomRight: + m_TextMeshPro.alignment = TextAlignmentOptions.BottomRight; + m_frameCounter_transform.pivot = new Vector2(1, 0); + m_frameCounter_transform.anchorMin = new Vector2(0.99f, 0.01f); + m_frameCounter_transform.anchorMax = new Vector2(0.99f, 0.01f); + m_frameCounter_transform.anchoredPosition = new Vector2(1, 0); + break; + } + } + } +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta new file mode 100644 index 00000000..baad0f6f --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 24b0dc2d1d494adbbec1f4db26b4cf83 +timeCreated: 1448607572 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs new file mode 100644 index 00000000..2367dcfd --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs @@ -0,0 +1,84 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TMPro_InstructionOverlay : MonoBehaviour + { + + public enum FpsCounterAnchorPositions { TopLeft, BottomLeft, TopRight, BottomRight }; + + public FpsCounterAnchorPositions AnchorPosition = FpsCounterAnchorPositions.BottomLeft; + + private const string instructions = "Camera Control - <#ffff00>Shift + RMB\nZoom - <#ffff00>Mouse wheel."; + + private TextMeshPro m_TextMeshPro; + private TextContainer m_textContainer; + private Transform m_frameCounter_transform; + private Camera m_camera; + + //private FpsCounterAnchorPositions last_AnchorPosition; + + void Awake() + { + if (!enabled) + return; + + m_camera = Camera.main; + + GameObject frameCounter = new GameObject("Frame Counter"); + m_frameCounter_transform = frameCounter.transform; + m_frameCounter_transform.parent = m_camera.transform; + m_frameCounter_transform.localRotation = Quaternion.identity; + + + m_TextMeshPro = frameCounter.AddComponent(); + m_TextMeshPro.font = Resources.Load("Fonts & Materials/LiberationSans SDF"); + m_TextMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF - Overlay"); + + m_TextMeshPro.fontSize = 30; + + m_TextMeshPro.isOverlay = true; + m_textContainer = frameCounter.GetComponent(); + + Set_FrameCounter_Position(AnchorPosition); + //last_AnchorPosition = AnchorPosition; + + m_TextMeshPro.text = instructions; + + } + + + + + void Set_FrameCounter_Position(FpsCounterAnchorPositions anchor_position) + { + + switch (anchor_position) + { + case FpsCounterAnchorPositions.TopLeft: + //m_TextMeshPro.anchor = AnchorPositions.TopLeft; + m_textContainer.anchorPosition = TextContainerAnchors.TopLeft; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomLeft: + //m_TextMeshPro.anchor = AnchorPositions.BottomLeft; + m_textContainer.anchorPosition = TextContainerAnchors.BottomLeft; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(0, 0, 100.0f)); + break; + case FpsCounterAnchorPositions.TopRight: + //m_TextMeshPro.anchor = AnchorPositions.TopRight; + m_textContainer.anchorPosition = TextContainerAnchors.TopRight; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 1, 100.0f)); + break; + case FpsCounterAnchorPositions.BottomRight: + //m_TextMeshPro.anchor = AnchorPositions.BottomRight; + m_textContainer.anchorPosition = TextContainerAnchors.BottomRight; + m_frameCounter_transform.position = m_camera.ViewportToWorldPoint(new Vector3(1, 0, 100.0f)); + break; + } + } + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta new file mode 100644 index 00000000..d0e5e2c3 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c3c1afeda5e545e0b19add5373896d2e +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs new file mode 100644 index 00000000..0d94197b --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs @@ -0,0 +1,83 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TeleType : MonoBehaviour + { + + + //[Range(0, 100)] + //public int RevealSpeed = 50; + + private string label01 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; + private string label02 = "Example of using <#ffa000>Graphics Inline with Text in TextMesh<#40a0ff>Pro and Unity"; + + + private TMP_Text m_textMeshPro; + + + void Awake() + { + // Get Reference to TextMeshPro Component + m_textMeshPro = GetComponent(); + m_textMeshPro.text = label01; + m_textMeshPro.enableWordWrapping = true; + m_textMeshPro.alignment = TextAlignmentOptions.Top; + + + + //if (GetComponentInParent(typeof(Canvas)) as Canvas == null) + //{ + // GameObject canvas = new GameObject("Canvas", typeof(Canvas)); + // gameObject.transform.SetParent(canvas.transform); + // canvas.GetComponent().renderMode = RenderMode.ScreenSpaceOverlay; + + // // Set RectTransform Size + // gameObject.GetComponent().sizeDelta = new Vector2(500, 300); + // m_textMeshPro.fontSize = 48; + //} + + + } + + + IEnumerator Start() + { + + // Force and update of the mesh to get valid information. + m_textMeshPro.ForceMeshUpdate(); + + + int totalVisibleCharacters = m_textMeshPro.textInfo.characterCount; // Get # of Visible Character in text object + int counter = 0; + int visibleCount = 0; + + while (true) + { + visibleCount = counter % (totalVisibleCharacters + 1); + + m_textMeshPro.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? + + // Once the last character has been revealed, wait 1.0 second and start over. + if (visibleCount >= totalVisibleCharacters) + { + yield return new WaitForSeconds(1.0f); + m_textMeshPro.text = label02; + yield return new WaitForSeconds(1.0f); + m_textMeshPro.text = label01; + yield return new WaitForSeconds(1.0f); + } + + counter += 1; + + yield return new WaitForSeconds(0.05f); + } + + //Debug.Log("Done revealing the text."); + } + + } +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta new file mode 100644 index 00000000..562609bc --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: e32c266ee6204b21a427753cb0694c81 +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs new file mode 100644 index 00000000..883990e9 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs @@ -0,0 +1,121 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + public class TextConsoleSimulator : MonoBehaviour + { + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + void Awake() + { + m_TextComponent = gameObject.GetComponent(); + } + + + void Start() + { + StartCoroutine(RevealCharacters(m_TextComponent)); + //StartCoroutine(RevealWords(m_TextComponent)); + } + + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + // Event received when the text object has changed. + void ON_TEXT_CHANGED(Object obj) + { + hasTextChanged = true; + } + + + /// + /// Method revealing the text one character at a time. + /// + /// + IEnumerator RevealCharacters(TMP_Text textComponent) + { + textComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = textComponent.textInfo; + + int totalVisibleCharacters = textInfo.characterCount; // Get # of Visible Character in text object + int visibleCount = 0; + + while (true) + { + if (hasTextChanged) + { + totalVisibleCharacters = textInfo.characterCount; // Update visible character count. + hasTextChanged = false; + } + + if (visibleCount > totalVisibleCharacters) + { + yield return new WaitForSeconds(1.0f); + visibleCount = 0; + } + + textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? + + visibleCount += 1; + + yield return null; + } + } + + + /// + /// Method revealing the text one word at a time. + /// + /// + IEnumerator RevealWords(TMP_Text textComponent) + { + textComponent.ForceMeshUpdate(); + + int totalWordCount = textComponent.textInfo.wordCount; + int totalVisibleCharacters = textComponent.textInfo.characterCount; // Get # of Visible Character in text object + int counter = 0; + int currentWord = 0; + int visibleCount = 0; + + while (true) + { + currentWord = counter % (totalWordCount + 1); + + // Get last character index for the current word. + if (currentWord == 0) // Display no words. + visibleCount = 0; + else if (currentWord < totalWordCount) // Display all other words with the exception of the last one. + visibleCount = textComponent.textInfo.wordInfo[currentWord - 1].lastCharacterIndex + 1; + else if (currentWord == totalWordCount) // Display last word and all remaining characters. + visibleCount = totalVisibleCharacters; + + textComponent.maxVisibleCharacters = visibleCount; // How many characters should TextMeshPro display? + + // Once the last character has been revealed, wait 1.0 second and start over. + if (visibleCount >= totalVisibleCharacters) + { + yield return new WaitForSeconds(1.0f); + } + + counter += 1; + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta new file mode 100644 index 00000000..3d83e76b --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 43bcd35a1c0c40ccb6d472893fe2093f +timeCreated: 1435298333 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs new file mode 100644 index 00000000..f961113e --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs @@ -0,0 +1,223 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TextMeshProFloatingText : MonoBehaviour + { + public Font TheFont; + + private GameObject m_floatingText; + private TextMeshPro m_textMeshPro; + private TextMesh m_textMesh; + + private Transform m_transform; + private Transform m_floatingText_Transform; + private Transform m_cameraTransform; + + Vector3 lastPOS = Vector3.zero; + Quaternion lastRotation = Quaternion.identity; + + public int SpawnType; + public bool IsTextObjectScaleStatic; + + //private int m_frame = 0; + + static WaitForEndOfFrame k_WaitForEndOfFrame = new WaitForEndOfFrame(); + static WaitForSeconds[] k_WaitForSecondsRandom = new WaitForSeconds[] + { + new WaitForSeconds(0.05f), new WaitForSeconds(0.1f), new WaitForSeconds(0.15f), new WaitForSeconds(0.2f), new WaitForSeconds(0.25f), + new WaitForSeconds(0.3f), new WaitForSeconds(0.35f), new WaitForSeconds(0.4f), new WaitForSeconds(0.45f), new WaitForSeconds(0.5f), + new WaitForSeconds(0.55f), new WaitForSeconds(0.6f), new WaitForSeconds(0.65f), new WaitForSeconds(0.7f), new WaitForSeconds(0.75f), + new WaitForSeconds(0.8f), new WaitForSeconds(0.85f), new WaitForSeconds(0.9f), new WaitForSeconds(0.95f), new WaitForSeconds(1.0f), + }; + + void Awake() + { + m_transform = transform; + m_floatingText = new GameObject(this.name + " floating text"); + + // Reference to Transform is lost when TMP component is added since it replaces it by a RectTransform. + //m_floatingText_Transform = m_floatingText.transform; + //m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0); + + m_cameraTransform = Camera.main.transform; + } + + void Start() + { + if (SpawnType == 0) + { + // TextMesh Pro Implementation + m_textMeshPro = m_floatingText.AddComponent(); + m_textMeshPro.rectTransform.sizeDelta = new Vector2(3, 3); + + m_floatingText_Transform = m_floatingText.transform; + m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0); + + //m_textMeshPro.fontAsset = Resources.Load("Fonts & Materials/JOKERMAN SDF", typeof(TextMeshProFont)) as TextMeshProFont; // User should only provide a string to the resource. + //m_textMeshPro.fontSharedMaterial = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(Material)) as Material; + + m_textMeshPro.alignment = TextAlignmentOptions.Center; + m_textMeshPro.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + m_textMeshPro.fontSize = 24; + //m_textMeshPro.enableExtraPadding = true; + //m_textMeshPro.enableShadows = false; + m_textMeshPro.enableKerning = false; + m_textMeshPro.text = string.Empty; + m_textMeshPro.isTextObjectScaleStatic = IsTextObjectScaleStatic; + + StartCoroutine(DisplayTextMeshProFloatingText()); + } + else if (SpawnType == 1) + { + //Debug.Log("Spawning TextMesh Objects."); + + m_floatingText_Transform = m_floatingText.transform; + m_floatingText_Transform.position = m_transform.position + new Vector3(0, 15f, 0); + + m_textMesh = m_floatingText.AddComponent(); + m_textMesh.font = Resources.Load("Fonts/ARIAL"); + m_textMesh.GetComponent().sharedMaterial = m_textMesh.font.material; + m_textMesh.color = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + m_textMesh.anchor = TextAnchor.LowerCenter; + m_textMesh.fontSize = 24; + + StartCoroutine(DisplayTextMeshFloatingText()); + } + else if (SpawnType == 2) + { + + } + + } + + + //void Update() + //{ + // if (SpawnType == 0) + // { + // m_textMeshPro.SetText("{0}", m_frame); + // } + // else + // { + // m_textMesh.text = m_frame.ToString(); + // } + // m_frame = (m_frame + 1) % 1000; + + //} + + + public IEnumerator DisplayTextMeshProFloatingText() + { + float CountDuration = 2.0f; // How long is the countdown alive. + float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at. + float current_Count = starting_Count; + + Vector3 start_pos = m_floatingText_Transform.position; + Color32 start_color = m_textMeshPro.color; + float alpha = 255; + int int_counter = 0; + + + float fadeDuration = 3 / starting_Count * CountDuration; + + while (current_Count > 0) + { + current_Count -= (Time.deltaTime / CountDuration) * starting_Count; + + if (current_Count <= 3) + { + //Debug.Log("Fading Counter ... " + current_Count.ToString("f2")); + alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255); + } + + int_counter = (int)current_Count; + m_textMeshPro.text = int_counter.ToString(); + //m_textMeshPro.SetText("{0}", (int)current_Count); + + m_textMeshPro.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha); + + // Move the floating text upward each update + m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0); + + // Align floating text perpendicular to Camera. + if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000)) + { + lastPOS = m_cameraTransform.position; + lastRotation = m_cameraTransform.rotation; + m_floatingText_Transform.rotation = lastRotation; + Vector3 dir = m_transform.position - lastPOS; + m_transform.forward = new Vector3(dir.x, 0, dir.z); + } + + yield return k_WaitForEndOfFrame; + } + + //Debug.Log("Done Counting down."); + + yield return k_WaitForSecondsRandom[Random.Range(0, 19)]; + + m_floatingText_Transform.position = start_pos; + + StartCoroutine(DisplayTextMeshProFloatingText()); + } + + + public IEnumerator DisplayTextMeshFloatingText() + { + float CountDuration = 2.0f; // How long is the countdown alive. + float starting_Count = Random.Range(5f, 20f); // At what number is the counter starting at. + float current_Count = starting_Count; + + Vector3 start_pos = m_floatingText_Transform.position; + Color32 start_color = m_textMesh.color; + float alpha = 255; + int int_counter = 0; + + float fadeDuration = 3 / starting_Count * CountDuration; + + while (current_Count > 0) + { + current_Count -= (Time.deltaTime / CountDuration) * starting_Count; + + if (current_Count <= 3) + { + //Debug.Log("Fading Counter ... " + current_Count.ToString("f2")); + alpha = Mathf.Clamp(alpha - (Time.deltaTime / fadeDuration) * 255, 0, 255); + } + + int_counter = (int)current_Count; + m_textMesh.text = int_counter.ToString(); + //Debug.Log("Current Count:" + current_Count.ToString("f2")); + + m_textMesh.color = new Color32(start_color.r, start_color.g, start_color.b, (byte)alpha); + + // Move the floating text upward each update + m_floatingText_Transform.position += new Vector3(0, starting_Count * Time.deltaTime, 0); + + // Align floating text perpendicular to Camera. + if (!lastPOS.Compare(m_cameraTransform.position, 1000) || !lastRotation.Compare(m_cameraTransform.rotation, 1000)) + { + lastPOS = m_cameraTransform.position; + lastRotation = m_cameraTransform.rotation; + m_floatingText_Transform.rotation = lastRotation; + Vector3 dir = m_transform.position - lastPOS; + m_transform.forward = new Vector3(dir.x, 0, dir.z); + } + + yield return k_WaitForEndOfFrame; + } + + //Debug.Log("Done Counting down."); + + yield return k_WaitForSecondsRandom[Random.Range(0, 20)]; + + m_floatingText_Transform.position = start_pos; + + StartCoroutine(DisplayTextMeshFloatingText()); + } + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta new file mode 100644 index 00000000..da60e2f7 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a4d4c76e63944cba8c7d00f56334b98c +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs new file mode 100644 index 00000000..0aa450d6 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs @@ -0,0 +1,79 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class TextMeshSpawner : MonoBehaviour + { + + public int SpawnType = 0; + public int NumberOfNPC = 12; + + public Font TheFont; + + private TextMeshProFloatingText floatingText_Script; + + void Awake() + { + + } + + void Start() + { + + for (int i = 0; i < NumberOfNPC; i++) + { + if (SpawnType == 0) + { + // TextMesh Pro Implementation + //go.transform.localScale = new Vector3(2, 2, 2); + GameObject go = new GameObject(); //"NPC " + i); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); + + //go.transform.position = new Vector3(0, 1.01f, 0); + //go.renderer.castShadows = false; + //go.renderer.receiveShadows = false; + //go.transform.rotation = Quaternion.Euler(0, Random.Range(0, 360), 0); + + TextMeshPro textMeshPro = go.AddComponent(); + //textMeshPro.FontAsset = Resources.Load("Fonts & Materials/LiberationSans SDF", typeof(TextMeshProFont)) as TextMeshProFont; + //textMeshPro.anchor = AnchorPositions.Bottom; + textMeshPro.fontSize = 96; + + textMeshPro.text = "!"; + textMeshPro.color = new Color32(255, 255, 0, 255); + //textMeshPro.Text = "!"; + + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 0; + } + else + { + // TextMesh Implementation + GameObject go = new GameObject(); //"NPC " + i); + go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.5f, Random.Range(-95f, 95f)); + + //go.transform.position = new Vector3(0, 1.01f, 0); + + TextMesh textMesh = go.AddComponent(); + textMesh.GetComponent().sharedMaterial = TheFont.material; + textMesh.font = TheFont; + textMesh.anchor = TextAnchor.LowerCenter; + textMesh.fontSize = 96; + + textMesh.color = new Color32(255, 255, 0, 255); + textMesh.text = "!"; + + // Spawn Floating Text + floatingText_Script = go.AddComponent(); + floatingText_Script.SpawnType = 1; + } + } + } + + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta new file mode 100644 index 00000000..dd5a8cbc --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 76c11bbcfddf44e0ba17d6c2751c8d84 +MonoImporter: + serializedVersion: 2 + defaultReferences: + - TheFont: {instanceID: 0} + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs new file mode 100644 index 00000000..ac666479 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs @@ -0,0 +1,84 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexColorCycler : MonoBehaviour + { + + private TMP_Text m_TextComponent; + + void Awake() + { + m_TextComponent = GetComponent(); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + // Force the text object to update right away so we can have geometry to modify right from the start. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + int currentCharacter = 0; + + Color32[] newVertexColors; + Color32 c0 = m_TextComponent.color; + + while (true) + { + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[currentCharacter].materialReferenceIndex; + + // Get the vertex colors of the mesh used by this text element (character or sprite). + newVertexColors = textInfo.meshInfo[materialIndex].colors32; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[currentCharacter].vertexIndex; + + // Only change the vertex color if the text element is visible. + if (textInfo.characterInfo[currentCharacter].isVisible) + { + c0 = new Color32((byte)Random.Range(0, 255), (byte)Random.Range(0, 255), (byte)Random.Range(0, 255), 255); + + newVertexColors[vertexIndex + 0] = c0; + newVertexColors[vertexIndex + 1] = c0; + newVertexColors[vertexIndex + 2] = c0; + newVertexColors[vertexIndex + 3] = c0; + + // New function which pushes (all) updated vertex data to the appropriate meshes when using either the Mesh Renderer or CanvasRenderer. + m_TextComponent.UpdateVertexData(TMP_VertexDataUpdateFlags.Colors32); + + // This last process could be done to only update the vertex data that has changed as opposed to all of the vertex data but it would require extra steps and knowing what type of renderer is used. + // These extra steps would be a performance optimization but it is unlikely that such optimization will be necessary. + } + + currentCharacter = (currentCharacter + 1) % characterCount; + + yield return new WaitForSeconds(0.05f); + } + } + + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta new file mode 100644 index 00000000..7ba50b8e --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 91b8ba3d52e041fab2d0e0f169855539 +timeCreated: 1457047157 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs new file mode 100644 index 00000000..7ed8230c --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs @@ -0,0 +1,175 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexJitter : MonoBehaviour + { + + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + /// + /// Structure to hold pre-computed animation data. + /// + private struct VertexAnim + { + public float angleRange; + public float angle; + public float speed; + } + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj == m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + + int loopCount = 0; + hasTextChanged = true; + + // Create an Array which contains pre-computed Angle Ranges and Speeds for a bunch of characters. + VertexAnim[] vertexAnim = new VertexAnim[1024]; + for (int i = 0; i < 1024; i++) + { + vertexAnim[i].angleRange = Random.Range(10f, 25f); + vertexAnim[i].speed = Random.Range(1f, 3f); + } + + // Cache the vertex data of the text object as the Jitter FX is applied to the original position of the characters. + TMP_MeshInfo[] cachedMeshInfo = textInfo.CopyMeshInfoVertexData(); + + while (true) + { + // Get new copy of vertex data if the text has changed. + if (hasTextChanged) + { + // Update the copy of the vertex data for the text object. + cachedMeshInfo = textInfo.CopyMeshInfoVertexData(); + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + + for (int i = 0; i < characterCount; i++) + { + TMP_CharacterInfo charInfo = textInfo.characterInfo[i]; + + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!charInfo.isVisible) + continue; + + // Retrieve the pre-computed animation data for the given character. + VertexAnim vertAnim = vertexAnim[i]; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the cached vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = cachedMeshInfo[materialIndex].vertices; + + // Determine the center point of each character at the baseline. + //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine); + // Determine the center point of each character. + Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline. + // This is needed so the matrix TRS is applied at the origin for each character. + Vector3 offset = charMidBasline; + + Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices; + + destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset; + destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset; + destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset; + destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset; + + vertAnim.angle = Mathf.SmoothStep(-vertAnim.angleRange, vertAnim.angleRange, Mathf.PingPong(loopCount / 25f * vertAnim.speed, 1f)); + Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0); + + matrix = Matrix4x4.TRS(jitterOffset * CurveScale, Quaternion.Euler(0, 0, Random.Range(-5f, 5f) * AngleMultiplier), Vector3.one); + + destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]); + destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]); + destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]); + destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]); + + destinationVertices[vertexIndex + 0] += offset; + destinationVertices[vertexIndex + 1] += offset; + destinationVertices[vertexIndex + 2] += offset; + destinationVertices[vertexIndex + 3] += offset; + + vertexAnim[i] = vertAnim; + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices; + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + loopCount += 1; + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta new file mode 100644 index 00000000..2ba768cd --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 2ed57967c52645d390a89dcf8f61ba73 +timeCreated: 1461286718 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs new file mode 100644 index 00000000..a4022a58 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs @@ -0,0 +1,161 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexShakeA : MonoBehaviour + { + + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float ScaleMultiplier = 1.0f; + public float RotationMultiplier = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj = m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + Vector3[][] copyOfVertices = new Vector3[0][]; + + hasTextChanged = true; + + while (true) + { + // Allocate new vertices + if (hasTextChanged) + { + if (copyOfVertices.Length < textInfo.meshInfo.Length) + copyOfVertices = new Vector3[textInfo.meshInfo.Length][]; + + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + int length = textInfo.meshInfo[i].vertices.Length; + copyOfVertices[i] = new Vector3[length]; + } + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + int lineCount = textInfo.lineCount; + + // Iterate through each line of the text. + for (int i = 0; i < lineCount; i++) + { + + int first = textInfo.lineInfo[i].firstCharacterIndex; + int last = textInfo.lineInfo[i].lastCharacterIndex; + + // Determine the center of each line + Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2; + Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f) * RotationMultiplier); + + // Iterate through each character of the line. + for (int j = first; j <= last; j++) + { + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!textInfo.characterInfo[j].isVisible) + continue; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[j].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[j].vertexIndex; + + // Get the vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices; + + // Need to translate all 4 vertices of each quad to aligned with center of character. + // This is needed so the matrix TRS is applied at the origin for each character. + copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - centerOfLine; + + // Determine the random scale change for each character. + float randomScale = Random.Range(0.995f - 0.001f * ScaleMultiplier, 1.005f + 0.001f * ScaleMultiplier); + + // Setup the matrix rotation. + matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one * randomScale); + + // Apply the matrix TRS to the individual characters relative to the center of the current line. + copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); + copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); + copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); + copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); + + // Revert the translation change. + copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine; + } + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i]; + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta new file mode 100644 index 00000000..25aceb53 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: f7cfa58e417a46ea8889989684c2522e +timeCreated: 1462089320 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs new file mode 100644 index 00000000..fd3b1c4a --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs @@ -0,0 +1,185 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class VertexShakeB : MonoBehaviour + { + + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj = m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + Vector3[][] copyOfVertices = new Vector3[0][]; + + hasTextChanged = true; + + while (true) + { + // Allocate new vertices + if (hasTextChanged) + { + if (copyOfVertices.Length < textInfo.meshInfo.Length) + copyOfVertices = new Vector3[textInfo.meshInfo.Length][]; + + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + int length = textInfo.meshInfo[i].vertices.Length; + copyOfVertices[i] = new Vector3[length]; + } + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + int lineCount = textInfo.lineCount; + + // Iterate through each line of the text. + for (int i = 0; i < lineCount; i++) + { + + int first = textInfo.lineInfo[i].firstCharacterIndex; + int last = textInfo.lineInfo[i].lastCharacterIndex; + + // Determine the center of each line + Vector3 centerOfLine = (textInfo.characterInfo[first].bottomLeft + textInfo.characterInfo[last].topRight) / 2; + Quaternion rotation = Quaternion.Euler(0, 0, Random.Range(-0.25f, 0.25f)); + + // Iterate through each character of the line. + for (int j = first; j <= last; j++) + { + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!textInfo.characterInfo[j].isVisible) + continue; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[j].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[j].vertexIndex; + + // Get the vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = textInfo.meshInfo[materialIndex].vertices; + + // Determine the center point of each character at the baseline. + Vector3 charCenter = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of each quad to aligned with center of character. + // This is needed so the matrix TRS is applied at the origin for each character. + copyOfVertices[materialIndex][vertexIndex + 0] = sourceVertices[vertexIndex + 0] - charCenter; + copyOfVertices[materialIndex][vertexIndex + 1] = sourceVertices[vertexIndex + 1] - charCenter; + copyOfVertices[materialIndex][vertexIndex + 2] = sourceVertices[vertexIndex + 2] - charCenter; + copyOfVertices[materialIndex][vertexIndex + 3] = sourceVertices[vertexIndex + 3] - charCenter; + + // Determine the random scale change for each character. + float randomScale = Random.Range(0.95f, 1.05f); + + // Setup the matrix for the scale change. + matrix = Matrix4x4.TRS(Vector3.one, Quaternion.identity, Vector3.one * randomScale); + + // Apply the scale change relative to the center of each character. + copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); + copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); + copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); + copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); + + // Revert the translation change. + copyOfVertices[materialIndex][vertexIndex + 0] += charCenter; + copyOfVertices[materialIndex][vertexIndex + 1] += charCenter; + copyOfVertices[materialIndex][vertexIndex + 2] += charCenter; + copyOfVertices[materialIndex][vertexIndex + 3] += charCenter; + + // Need to translate all 4 vertices of each quad to aligned with the center of the line. + // This is needed so the matrix TRS is applied from the center of the line. + copyOfVertices[materialIndex][vertexIndex + 0] -= centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] -= centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] -= centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] -= centerOfLine; + + // Setup the matrix rotation. + matrix = Matrix4x4.TRS(Vector3.one, rotation, Vector3.one); + + // Apply the matrix TRS to the individual characters relative to the center of the current line. + copyOfVertices[materialIndex][vertexIndex + 0] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 0]); + copyOfVertices[materialIndex][vertexIndex + 1] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 1]); + copyOfVertices[materialIndex][vertexIndex + 2] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 2]); + copyOfVertices[materialIndex][vertexIndex + 3] = matrix.MultiplyPoint3x4(copyOfVertices[materialIndex][vertexIndex + 3]); + + // Revert the translation change. + copyOfVertices[materialIndex][vertexIndex + 0] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 1] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 2] += centerOfLine; + copyOfVertices[materialIndex][vertexIndex + 3] += centerOfLine; + } + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + textInfo.meshInfo[i].mesh.vertices = copyOfVertices[i]; + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta new file mode 100644 index 00000000..f1fcf321 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: e4e0d9ccee5f4950be8979268c9014e0 +timeCreated: 1462093319 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs new file mode 100644 index 00000000..c4973fb1 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs @@ -0,0 +1,192 @@ +using UnityEngine; +using System.Linq; +using System.Collections; +using System.Collections.Generic; + + +namespace TMPro.Examples +{ + + public class VertexZoom : MonoBehaviour + { + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + private TMP_Text m_TextComponent; + private bool hasTextChanged; + + + void Awake() + { + m_TextComponent = GetComponent(); + } + + void OnEnable() + { + // Subscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Add(ON_TEXT_CHANGED); + } + + void OnDisable() + { + // UnSubscribe to event fired when text object has been regenerated. + TMPro_EventManager.TEXT_CHANGED_EVENT.Remove(ON_TEXT_CHANGED); + } + + + void Start() + { + StartCoroutine(AnimateVertexColors()); + } + + + void ON_TEXT_CHANGED(Object obj) + { + if (obj == m_TextComponent) + hasTextChanged = true; + } + + /// + /// Method to animate vertex colors of a TMP Text object. + /// + /// + IEnumerator AnimateVertexColors() + { + + // We force an update of the text object since it would only be updated at the end of the frame. Ie. before this code is executed on the first frame. + // Alternatively, we could yield and wait until the end of the frame when the text object will be generated. + m_TextComponent.ForceMeshUpdate(); + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + + Matrix4x4 matrix; + TMP_MeshInfo[] cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData(); + + // Allocations for sorting of the modified scales + List modifiedCharScale = new List(); + List scaleSortingOrder = new List(); + + hasTextChanged = true; + + while (true) + { + // Allocate new vertices + if (hasTextChanged) + { + // Get updated vertex data + cachedMeshInfoVertexData = textInfo.CopyMeshInfoVertexData(); + + hasTextChanged = false; + } + + int characterCount = textInfo.characterCount; + + // If No Characters then just yield and wait for some text to be added + if (characterCount == 0) + { + yield return new WaitForSeconds(0.25f); + continue; + } + + // Clear list of character scales + modifiedCharScale.Clear(); + scaleSortingOrder.Clear(); + + for (int i = 0; i < characterCount; i++) + { + TMP_CharacterInfo charInfo = textInfo.characterInfo[i]; + + // Skip characters that are not visible and thus have no geometry to manipulate. + if (!charInfo.isVisible) + continue; + + // Get the index of the material used by the current character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + // Get the index of the first vertex used by this text element. + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the cached vertices of the mesh used by this text element (character or sprite). + Vector3[] sourceVertices = cachedMeshInfoVertexData[materialIndex].vertices; + + // Determine the center point of each character at the baseline. + //Vector2 charMidBasline = new Vector2((sourceVertices[vertexIndex + 0].x + sourceVertices[vertexIndex + 2].x) / 2, charInfo.baseLine); + // Determine the center point of each character. + Vector2 charMidBasline = (sourceVertices[vertexIndex + 0] + sourceVertices[vertexIndex + 2]) / 2; + + // Need to translate all 4 vertices of each quad to aligned with middle of character / baseline. + // This is needed so the matrix TRS is applied at the origin for each character. + Vector3 offset = charMidBasline; + + Vector3[] destinationVertices = textInfo.meshInfo[materialIndex].vertices; + + destinationVertices[vertexIndex + 0] = sourceVertices[vertexIndex + 0] - offset; + destinationVertices[vertexIndex + 1] = sourceVertices[vertexIndex + 1] - offset; + destinationVertices[vertexIndex + 2] = sourceVertices[vertexIndex + 2] - offset; + destinationVertices[vertexIndex + 3] = sourceVertices[vertexIndex + 3] - offset; + + //Vector3 jitterOffset = new Vector3(Random.Range(-.25f, .25f), Random.Range(-.25f, .25f), 0); + + // Determine the random scale change for each character. + float randomScale = Random.Range(1f, 1.5f); + + // Add modified scale and index + modifiedCharScale.Add(randomScale); + scaleSortingOrder.Add(modifiedCharScale.Count - 1); + + // Setup the matrix for the scale change. + //matrix = Matrix4x4.TRS(jitterOffset, Quaternion.Euler(0, 0, Random.Range(-5f, 5f)), Vector3.one * randomScale); + matrix = Matrix4x4.TRS(new Vector3(0, 0, 0), Quaternion.identity, Vector3.one * randomScale); + + destinationVertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 0]); + destinationVertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 1]); + destinationVertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 2]); + destinationVertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(destinationVertices[vertexIndex + 3]); + + destinationVertices[vertexIndex + 0] += offset; + destinationVertices[vertexIndex + 1] += offset; + destinationVertices[vertexIndex + 2] += offset; + destinationVertices[vertexIndex + 3] += offset; + + // Restore Source UVS which have been modified by the sorting + Vector2[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0; + Vector2[] destinationUVs0 = textInfo.meshInfo[materialIndex].uvs0; + + destinationUVs0[vertexIndex + 0] = sourceUVs0[vertexIndex + 0]; + destinationUVs0[vertexIndex + 1] = sourceUVs0[vertexIndex + 1]; + destinationUVs0[vertexIndex + 2] = sourceUVs0[vertexIndex + 2]; + destinationUVs0[vertexIndex + 3] = sourceUVs0[vertexIndex + 3]; + + // Restore Source Vertex Colors + Color32[] sourceColors32 = cachedMeshInfoVertexData[materialIndex].colors32; + Color32[] destinationColors32 = textInfo.meshInfo[materialIndex].colors32; + + destinationColors32[vertexIndex + 0] = sourceColors32[vertexIndex + 0]; + destinationColors32[vertexIndex + 1] = sourceColors32[vertexIndex + 1]; + destinationColors32[vertexIndex + 2] = sourceColors32[vertexIndex + 2]; + destinationColors32[vertexIndex + 3] = sourceColors32[vertexIndex + 3]; + } + + // Push changes into meshes + for (int i = 0; i < textInfo.meshInfo.Length; i++) + { + //// Sort Quads based modified scale + scaleSortingOrder.Sort((a, b) => modifiedCharScale[a].CompareTo(modifiedCharScale[b])); + + textInfo.meshInfo[i].SortGeometry(scaleSortingOrder); + + // Updated modified vertex attributes + textInfo.meshInfo[i].mesh.vertices = textInfo.meshInfo[i].vertices; + textInfo.meshInfo[i].mesh.uv = textInfo.meshInfo[i].uvs0; + textInfo.meshInfo[i].mesh.colors32 = textInfo.meshInfo[i].colors32; + + m_TextComponent.UpdateGeometry(textInfo.meshInfo[i].mesh, i); + } + + yield return new WaitForSeconds(0.1f); + } + } + + } +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta new file mode 100644 index 00000000..d9e3f969 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 52ec835d14bd486f900952b77698b7eb +timeCreated: 1466280202 +licenseType: Pro +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs new file mode 100644 index 00000000..18dba4c1 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs @@ -0,0 +1,144 @@ +using UnityEngine; +using System.Collections; + + +namespace TMPro.Examples +{ + + public class WarpTextExample : MonoBehaviour + { + + private TMP_Text m_TextComponent; + + public AnimationCurve VertexCurve = new AnimationCurve(new Keyframe(0, 0), new Keyframe(0.25f, 2.0f), new Keyframe(0.5f, 0), new Keyframe(0.75f, 2.0f), new Keyframe(1, 0f)); + public float AngleMultiplier = 1.0f; + public float SpeedMultiplier = 1.0f; + public float CurveScale = 1.0f; + + void Awake() + { + m_TextComponent = gameObject.GetComponent(); + } + + + void Start() + { + StartCoroutine(WarpText()); + } + + + private AnimationCurve CopyAnimationCurve(AnimationCurve curve) + { + AnimationCurve newCurve = new AnimationCurve(); + + newCurve.keys = curve.keys; + + return newCurve; + } + + + /// + /// Method to curve text along a Unity animation curve. + /// + /// + /// + IEnumerator WarpText() + { + VertexCurve.preWrapMode = WrapMode.Clamp; + VertexCurve.postWrapMode = WrapMode.Clamp; + + //Mesh mesh = m_TextComponent.textInfo.meshInfo[0].mesh; + + Vector3[] vertices; + Matrix4x4 matrix; + + m_TextComponent.havePropertiesChanged = true; // Need to force the TextMeshPro Object to be updated. + CurveScale *= 10; + float old_CurveScale = CurveScale; + AnimationCurve old_curve = CopyAnimationCurve(VertexCurve); + + while (true) + { + if (!m_TextComponent.havePropertiesChanged && old_CurveScale == CurveScale && old_curve.keys[1].value == VertexCurve.keys[1].value) + { + yield return null; + continue; + } + + old_CurveScale = CurveScale; + old_curve = CopyAnimationCurve(VertexCurve); + + m_TextComponent.ForceMeshUpdate(); // Generate the mesh and populate the textInfo with data we can use and manipulate. + + TMP_TextInfo textInfo = m_TextComponent.textInfo; + int characterCount = textInfo.characterCount; + + + if (characterCount == 0) continue; + + //vertices = textInfo.meshInfo[0].vertices; + //int lastVertexIndex = textInfo.characterInfo[characterCount - 1].vertexIndex; + + float boundsMinX = m_TextComponent.bounds.min.x; //textInfo.meshInfo[0].mesh.bounds.min.x; + float boundsMaxX = m_TextComponent.bounds.max.x; //textInfo.meshInfo[0].mesh.bounds.max.x; + + + + for (int i = 0; i < characterCount; i++) + { + if (!textInfo.characterInfo[i].isVisible) + continue; + + int vertexIndex = textInfo.characterInfo[i].vertexIndex; + + // Get the index of the mesh used by this character. + int materialIndex = textInfo.characterInfo[i].materialReferenceIndex; + + vertices = textInfo.meshInfo[materialIndex].vertices; + + // Compute the baseline mid point for each character + Vector3 offsetToMidBaseline = new Vector2((vertices[vertexIndex + 0].x + vertices[vertexIndex + 2].x) / 2, textInfo.characterInfo[i].baseLine); + //float offsetY = VertexCurve.Evaluate((float)i / characterCount + loopCount / 50f); // Random.Range(-0.25f, 0.25f); + + // Apply offset to adjust our pivot point. + vertices[vertexIndex + 0] += -offsetToMidBaseline; + vertices[vertexIndex + 1] += -offsetToMidBaseline; + vertices[vertexIndex + 2] += -offsetToMidBaseline; + vertices[vertexIndex + 3] += -offsetToMidBaseline; + + // Compute the angle of rotation for each character based on the animation curve + float x0 = (offsetToMidBaseline.x - boundsMinX) / (boundsMaxX - boundsMinX); // Character's position relative to the bounds of the mesh. + float x1 = x0 + 0.0001f; + float y0 = VertexCurve.Evaluate(x0) * CurveScale; + float y1 = VertexCurve.Evaluate(x1) * CurveScale; + + Vector3 horizontal = new Vector3(1, 0, 0); + //Vector3 normal = new Vector3(-(y1 - y0), (x1 * (boundsMaxX - boundsMinX) + boundsMinX) - offsetToMidBaseline.x, 0); + Vector3 tangent = new Vector3(x1 * (boundsMaxX - boundsMinX) + boundsMinX, y1) - new Vector3(offsetToMidBaseline.x, y0); + + float dot = Mathf.Acos(Vector3.Dot(horizontal, tangent.normalized)) * 57.2957795f; + Vector3 cross = Vector3.Cross(horizontal, tangent); + float angle = cross.z > 0 ? dot : 360 - dot; + + matrix = Matrix4x4.TRS(new Vector3(0, y0, 0), Quaternion.Euler(0, 0, angle), Vector3.one); + + vertices[vertexIndex + 0] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 0]); + vertices[vertexIndex + 1] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 1]); + vertices[vertexIndex + 2] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 2]); + vertices[vertexIndex + 3] = matrix.MultiplyPoint3x4(vertices[vertexIndex + 3]); + + vertices[vertexIndex + 0] += offsetToMidBaseline; 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communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. + +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. + +DEFINITIONS +"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. + +"Reserved Font Name" refers to any names specified as such after the copyright statement(s). + +"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). + +"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. + +"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. + +PERMISSION & CONDITIONS +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: + +1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. + +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. + +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. + +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. + +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. + +TERMINATION +This license becomes null and void if any of the above conditions are not met. + +DISCLAIMER +THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE. \ No newline at end of file diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta new file mode 100644 index 00000000..fa60cea1 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6e59c59b81ab47f9b6ec5781fa725d2c +timeCreated: 1484171296 +licenseType: Pro +TextScriptImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Fonts/LiberationSans.ttf b/Final Lab/Jogo Final/Assets/TextMesh 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= (-32767, -32767, 32767, 32767) + _Padding ("Padding", float) = 0 + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta new file mode 100644 index 00000000..0a416c85 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 48bb5f55d8670e349b6e614913f9d910 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader new file mode 100644 index 00000000..006a271e --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader @@ -0,0 +1,145 @@ +Shader "TextMeshPro/Mobile/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + [HDR]_Color ("Text Color", Color) = (1,1,1,1) + _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 + + _VertexOffsetX("Vertex OffsetX", float) = 0 + _VertexOffsetY("Vertex OffsetY", float) = 0 + _MaskSoftnessX("Mask SoftnessX", float) = 0 + _MaskSoftnessY("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma fragmentoption ARB_precision_hint_fastest + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float4 mask : TEXCOORD2; + }; + + sampler2D _MainTex; + fixed4 _Color; + float _DiffusePower; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + v2f vert (appdata_t v) + { + v2f OUT; + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); + OUT.color = v.color; + OUT.color *= _Color; + OUT.color.rgb *= _DiffusePower; + OUT.texcoord0 = v.texcoord0; + + float2 pixelSize = OUT.vertex.w; + //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : COLOR + { + fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + +SubShader { + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + BindChannels { + Bind "Color", color + Bind "Vertex", vertex + Bind "TexCoord", texcoord0 + } + Pass { + SetTexture [_MainTex] { + constantColor [_Color] combine constant * primary, constant * texture + } + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta new file mode 100644 index 00000000..d5fb125e --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 1e3b057af24249748ff873be7fafee47 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader new file mode 100644 index 00000000..8ce4937a --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader @@ -0,0 +1,143 @@ +Shader "TextMeshPro/Bitmap" { + +Properties { + _MainTex ("Font Atlas", 2D) = "white" {} + _FaceTex ("Font Texture", 2D) = "white" {} + [HDR]_FaceColor ("Text Color", Color) = (1,1,1,1) + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + _StencilComp("Stencil Comparison", Float) = 8 + _Stencil("Stencil ID", Float) = 0 + _StencilOp("Stencil Operation", Float) = 0 + _StencilWriteMask("Stencil Write Mask", Float) = 255 + _StencilReadMask("Stencil Read Mask", Float) = 255 + + _CullMode("Cull Mode", Float) = 0 + _ColorMask("Color Mask", Float) = 15 +} + +SubShader{ + + Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + + Lighting Off + Cull [_CullMode] + ZTest [unity_GUIZTestMode] + ZWrite Off + Fog { Mode Off } + Blend SrcAlpha OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + float4 mask : TEXCOORD2; + }; + + uniform sampler2D _MainTex; + uniform sampler2D _FaceTex; + uniform float4 _FaceTex_ST; + uniform fixed4 _FaceColor; + + uniform float _VertexOffsetX; + uniform float _VertexOffsetY; + uniform float4 _ClipRect; + uniform float _MaskSoftnessX; + uniform float _MaskSoftnessY; + + float2 UnpackUV(float uv) + { + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; + } + + v2f vert (appdata_t v) + { + float4 vert = v.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + vert.xy += (vert.w * 0.5) / _ScreenParams.xy; + + float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); + + fixed4 faceColor = v.color; + faceColor *= _FaceColor; + + v2f OUT; + OUT.vertex = vPosition; + OUT.color = faceColor; + OUT.texcoord0 = v.texcoord0; + OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); + float2 pixelSize = vPosition.w; + pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); + + // Clamp _ClipRect to 16bit. + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + + return OUT; + } + + fixed4 frag (v2f IN) : SV_Target + { + fixed4 color = tex2D(_MainTex, IN.texcoord0); + color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); + color *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(color.a - 0.001); + #endif + + return color; + } + ENDCG + } +} + + CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta new file mode 100644 index 00000000..7eb1870f --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 128e987d567d4e2c824d754223b3f3b0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader new file mode 100644 index 00000000..c50c5930 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field Overlay" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta new file mode 100644 index 00000000..56284e9f --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: dd89cf5b9246416f84610a006f916af7 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader new file mode 100644 index 00000000..ed48574d --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader @@ -0,0 +1,310 @@ +Shader "TextMeshPro/Distance Field SSD" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue" = "Transparent" + "IgnoreProjector" = "True" + "RenderType" = "Transparent" + } + + Stencil + { + Ref[_Stencil] + Comp[_StencilComp] + Pass[_StencilOp] + ReadMask[_StencilReadMask] + WriteMask[_StencilWriteMask] + } + + Cull[_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest[unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask[_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + #pragma shader_feature __ FORCE_LINEAR + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 color : COLOR; + float2 atlas : TEXCOORD0; + float weight : TEXCOORD1; + float2 mask : TEXCOORD2; // Position in object space(xy) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float2 texcoord2 : TEXCOORD4; + float4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); + } + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + output.position = vPosition; + output.color = color; + output.atlas = input.texcoord0; + output.weight = weight; + output.mask = half2(vert.xy * 2 - clampedRect.xy - clampedRect.zw); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = input.texcoord0 + bOffset; + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + float2 pixelSize = float2(ddx(input.atlas.y), ddy(input.atlas.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); + + float weight = input.weight; + float bias = (.5 - weight) + (.5 / scale); + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n - bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col * faceColor.a; + faceColor.rgb *= 1 - (dot(n, light) * _Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z * n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * saturate(d - bBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * bScale; + faceColor += input.underlayColor * (1 - saturate(d - bBias)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta new file mode 100644 index 00000000..08cd8ae5 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 14eb328de4b8eb245bb7cea29e4ac00b +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader new file mode 100644 index 00000000..7019aaf4 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader @@ -0,0 +1,247 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field - Masking" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + float _MaskWipeControl; + float _MaskEdgeSoftness; + fixed4 _MaskEdgeColor; + bool _MaskInverse; + + pixel_t VertShader(vertex_t input) + { + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Structure for pixel shader + pixel_t output = { + vPosition, + faceColor, + outlineColor, + float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), + half4(scale, bias - outline, bias + outline, bias), + half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4(input.texcoord0 + layerOffset, input.color.a, 0), + half2(layerScale, layerBias), + #endif + }; + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + //#if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + //#endif + + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); + c *= a; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta new file mode 100644 index 00000000..3cbdbbb4 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: bc1ede39bf3643ee8e493720e4259791 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader new file mode 100644 index 00000000..ce82bed5 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field Overlay" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Overlay" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest Always + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta new file mode 100644 index 00000000..e6b149e0 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: a02a7d8c237544f1962732b55a9aebf1 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader new file mode 100644 index 00000000..df4d5b0b --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader @@ -0,0 +1,106 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field SSD" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + _MaskTex ("Mask Texture", 2D) = "white" {} + _MaskInverse ("Inverse", float) = 0 + _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) + _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 + _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + #include "TMPro_Mobile.cginc" + + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta new file mode 100644 index 00000000..9b84c13d --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c8d12adcee749c344b8117cf7c7eb912 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader new file mode 100644 index 00000000..d3f5866c --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader @@ -0,0 +1,240 @@ +// Simplified SDF shader: +// - No Shading Option (bevel / bump / env map) +// - No Glow Option +// - Softness is applied on both side of the outline + +Shader "TextMeshPro/Mobile/Distance Field" { + +Properties { + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = .5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5 + _ScaleX ("Scale X", float) = 1 + _ScaleY ("Scale Y", float) = 1 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ OUTLINE_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 vertex : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 vertex : SV_POSITION; + fixed4 faceColor : COLOR; + fixed4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV + half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) + half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) + #if (UNDERLAY_ON | UNDERLAY_INNER) + float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved + half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) + #endif + }; + + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.vertex; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float layerScale = scale; + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + float bias = (0.5 - weight) * scale - 0.5; + float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; + + float opacity = input.color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + fixed4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); + + #if (UNDERLAY_ON | UNDERLAY_INNER) + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 layerOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Populate structure for pixel shader + output.vertex = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); + output.param = half4(scale, bias - outline, bias + outline, bias); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); + output.underlayParam = half2(layerScale, layerBias); + #endif + + return output; + } + + + // PIXEL SHADER + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; + half4 c = input.faceColor * saturate(d - input.param.w); + + #ifdef OUTLINE_ON + c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); + c *= saturate(d - input.param.y); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); + #endif + + #if UNDERLAY_INNER + half sd = saturate(d - input.param.z); + d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; + c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + c *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + c *= input.texcoord1.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(c.a - 0.001); + #endif + + return c; + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta new file mode 100644 index 00000000..2ac6e76c --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: fe393ace9b354375a9cb14cdbbc28be4 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader new file mode 100644 index 00000000..be764aeb --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader @@ -0,0 +1,138 @@ +// Simplified version of the SDF Surface shader : +// - No support for Bevel, Bump or envmap +// - Diffuse only lighting +// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. + +Shader "TextMeshPro/Mobile/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On ZTest LEqual Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta new file mode 100644 index 00000000..bff8b7aa --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 85187c2149c549c5b33f0cdb02836b17 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader new file mode 100644 index 00000000..bcb2bb27 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader @@ -0,0 +1,158 @@ +Shader "TextMeshPro/Distance Field (Surface)" { + +Properties { + _FaceTex ("Fill Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Fill Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _BumpMap ("Normalmap", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 + _BumpFace ("Bump Face", Range(0,1)) = 0.5 + + _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) + _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + [HDR]_SpecColor ("Specular Color", Color) = (0,0,0,1) + + _FaceShininess ("Face Shininess", Range(0,1)) = 0 + _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + // Should not be directly exposed to the user + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _CullMode ("Cull Mode", Float) = 0 + //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) + //_MaskSoftness ("Mask Softness", float) = 0 +} + +SubShader { + + Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } + + LOD 300 + Cull [_CullMode] + + CGPROGRAM + #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap + #pragma target 3.0 + #pragma shader_feature __ GLOW_ON + #pragma glsl + + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + half _FaceShininess; + half _OutlineShininess; + + struct Input + { + fixed4 color : COLOR; + float2 uv_MainTex; + float2 uv2_FaceTex; + float2 uv2_OutlineTex; + float2 param; // Weight, Scale + float3 viewDirEnv; + }; + + + #define BEVEL_ON 1 + #include "TMPro_Surface.cginc" + + ENDCG + + // Pass to render object as a shadow caster + Pass + { + Name "Caster" + Tags { "LightMode" = "ShadowCaster" } + Offset 1, 1 + + Fog {Mode Off} + ZWrite On + ZTest LEqual + Cull Off + + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_shadowcaster + #include "UnityCG.cginc" + + struct v2f { + V2F_SHADOW_CASTER; + float2 uv : TEXCOORD1; + float2 uv2 : TEXCOORD3; + float alphaClip : TEXCOORD2; + }; + + uniform float4 _MainTex_ST; + uniform float4 _OutlineTex_ST; + float _OutlineWidth; + float _FaceDilate; + float _ScaleRatioA; + + v2f vert( appdata_base v ) + { + v2f o; + TRANSFER_SHADOW_CASTER(o) + o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); + o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); + o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; + return o; + } + + uniform sampler2D _MainTex; + + float4 frag(v2f i) : COLOR + { + fixed4 texcol = tex2D(_MainTex, i.uv).a; + clip(texcol.a - i.alphaClip); + SHADOW_CASTER_FRAGMENT(i) + } + ENDCG + } +} + +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} + diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta new file mode 100644 index 00000000..26e814c2 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: f7ada0af4f174f0694ca6a487b8f543d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF.shader new file mode 100644 index 00000000..011ee199 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF.shader @@ -0,0 +1,317 @@ +Shader "TextMeshPro/Distance Field" { + +Properties { + _FaceTex ("Face Texture", 2D) = "white" {} + _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 + _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 + [HDR]_FaceColor ("Face Color", Color) = (1,1,1,1) + _FaceDilate ("Face Dilate", Range(-1,1)) = 0 + + [HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1) + _OutlineTex ("Outline Texture", 2D) = "white" {} + _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 + _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 + _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 + _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 + + _Bevel ("Bevel", Range(0,1)) = 0.5 + _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 + _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 + _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 + _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 + + _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 + [HDR]_SpecularColor ("Specular", Color) = (1,1,1,1) + _SpecularPower ("Specular", Range(0,4)) = 2.0 + _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 + _Diffuse ("Diffuse", Range(0,1)) = 0.5 + _Ambient ("Ambient", Range(1,0)) = 0.5 + + _BumpMap ("Normal map", 2D) = "bump" {} + _BumpOutline ("Bump Outline", Range(0,1)) = 0 + _BumpFace ("Bump Face", Range(0,1)) = 0 + + _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) + _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) + _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } + _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) + + + [HDR]_UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) + _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 + _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 + _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 + _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 + + [HDR]_GlowColor ("Color", Color) = (0, 1, 0, 0.5) + _GlowOffset ("Offset", Range(-1,1)) = 0 + _GlowInner ("Inner", Range(0,1)) = 0.05 + _GlowOuter ("Outer", Range(0,1)) = 0.05 + _GlowPower ("Falloff", Range(1, 0)) = 0.75 + + _WeightNormal ("Weight Normal", float) = 0 + _WeightBold ("Weight Bold", float) = 0.5 + + _ShaderFlags ("Flags", float) = 0 + _ScaleRatioA ("Scale RatioA", float) = 1 + _ScaleRatioB ("Scale RatioB", float) = 1 + _ScaleRatioC ("Scale RatioC", float) = 1 + + _MainTex ("Font Atlas", 2D) = "white" {} + _TextureWidth ("Texture Width", float) = 512 + _TextureHeight ("Texture Height", float) = 512 + _GradientScale ("Gradient Scale", float) = 5.0 + _ScaleX ("Scale X", float) = 1.0 + _ScaleY ("Scale Y", float) = 1.0 + _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 + _Sharpness ("Sharpness", Range(-1,1)) = 0 + + _VertexOffsetX ("Vertex OffsetX", float) = 0 + _VertexOffsetY ("Vertex OffsetY", float) = 0 + + _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + _MaskSoftnessX ("Mask SoftnessX", float) = 0 + _MaskSoftnessY ("Mask SoftnessY", float) = 0 + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 +} + +SubShader { + + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + ZWrite Off + Lighting Off + Fog { Mode Off } + ZTest [unity_GUIZTestMode] + Blend One OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass { + CGPROGRAM + #pragma target 3.0 + #pragma vertex VertShader + #pragma fragment PixShader + #pragma shader_feature __ BEVEL_ON + #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER + #pragma shader_feature __ GLOW_ON + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + #include "TMPro_Properties.cginc" + #include "TMPro.cginc" + + struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + fixed4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; + }; + + + struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + fixed4 color : COLOR; + float2 atlas : TEXCOORD0; // Atlas + float4 param : TEXCOORD1; // alphaClip, scale, bias, weight + float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) + float3 viewDir : TEXCOORD3; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD4; // u,v, scale, bias + fixed4 underlayColor : COLOR1; + #endif + float4 textures : TEXCOORD5; + }; + + // Used by Unity internally to handle Texture Tiling and Offset. + float4 _FaceTex_ST; + float4 _OutlineTex_ST; + + pixel_t VertShader(vertex_t input) + { + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input,output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float2 pixelSize = vPosition.w; + pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); + if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + float bias =(.5 - weight) + (.5 / scale); + + float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); + + #if GLOW_ON + alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); + #endif + + alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float bScale = scale; + bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); + float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + float2 bOffset = float2(x, y); + #endif + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + // Support for texture tiling and offset + float2 textureUV = UnpackUV(input.texcoord1.x); + float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); + float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); + + + output.position = vPosition; + output.color = input.color; + output.atlas = input.texcoord0; + output.param = float4(alphaClip, scale, bias, weight); + output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); + output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); + #if (UNDERLAY_ON || UNDERLAY_INNER) + output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); + output.underlayColor = underlayColor; + #endif + output.textures = float4(faceUV, outlineUV); + + return output; + } + + + fixed4 PixShader(pixel_t input) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(input); + + float c = tex2D(_MainTex, input.atlas).a; + + #ifndef UNDERLAY_ON + clip(c - input.param.x); + #endif + + float scale = input.param.y; + float bias = input.param.z; + float weight = input.param.w; + float sd = (bias - c) * scale; + + float outline = (_OutlineWidth * _ScaleRatioA) * scale; + float softness = (_OutlineSoftness * _ScaleRatioA) * scale; + + half4 faceColor = _FaceColor; + half4 outlineColor = _OutlineColor; + + faceColor.rgb *= input.color.rgb; + + faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); + outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); + + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + + #if BEVEL_ON + float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); + float3 n = GetSurfaceNormal(input.atlas, weight, dxy); + + float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + n = normalize(n- bump); + + float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); + + float3 col = GetSpecular(n, light); + faceColor.rgb += col*faceColor.a; + faceColor.rgb *= 1-(dot(n, light)*_Diffuse); + faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); + + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); + faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; + #endif + + #if UNDERLAY_ON + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; + faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); + #endif + + #if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + faceColor.rgb += glowColor.rgb * glowColor.a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness. + #if UNITY_UI_CLIP_RECT + half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); + faceColor *= m.x * m.y; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor * input.color.a; + } + + ENDCG + } +} + +Fallback "TextMeshPro/Mobile/Distance Field" +CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta new file mode 100644 index 00000000..e1cf3f38 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 68e6db2ebdc24f95958faec2be5558d6 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader new file mode 100644 index 00000000..e8283a78 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader @@ -0,0 +1,116 @@ +Shader "TextMeshPro/Sprite" +{ + Properties + { + [PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {} + _Color ("Tint", Color) = (1,1,1,1) + + _StencilComp ("Stencil Comparison", Float) = 8 + _Stencil ("Stencil ID", Float) = 0 + _StencilOp ("Stencil Operation", Float) = 0 + _StencilWriteMask ("Stencil Write Mask", Float) = 255 + _StencilReadMask ("Stencil Read Mask", Float) = 255 + + _CullMode ("Cull Mode", Float) = 0 + _ColorMask ("Color Mask", Float) = 15 + _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) + + [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 + } + + SubShader + { + Tags + { + "Queue"="Transparent" + "IgnoreProjector"="True" + "RenderType"="Transparent" + "PreviewType"="Plane" + "CanUseSpriteAtlas"="True" + } + + Stencil + { + Ref [_Stencil] + Comp [_StencilComp] + Pass [_StencilOp] + ReadMask [_StencilReadMask] + WriteMask [_StencilWriteMask] + } + + Cull [_CullMode] + Lighting Off + ZWrite Off + ZTest [unity_GUIZTestMode] + Blend SrcAlpha OneMinusSrcAlpha + ColorMask [_ColorMask] + + Pass + { + Name "Default" + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + #include "UnityUI.cginc" + + #pragma multi_compile __ UNITY_UI_CLIP_RECT + #pragma multi_compile __ UNITY_UI_ALPHACLIP + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float4 worldPosition : TEXCOORD1; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + fixed4 _Color; + fixed4 _TextureSampleAdd; + float4 _ClipRect; + float4 _MainTex_ST; + + v2f vert(appdata_t v) + { + v2f OUT; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT); + OUT.worldPosition = v.vertex; + OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); + + OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + + OUT.color = v.color * _Color; + return OUT; + } + + fixed4 frag(v2f IN) : SV_Target + { + half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; + + #ifdef UNITY_UI_CLIP_RECT + color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); + #endif + + #ifdef UNITY_UI_ALPHACLIP + clip (color.a - 0.001); + #endif + + return color; + } + ENDCG + } + } +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta new file mode 100644 index 00000000..50ba195e --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: cf81c85f95fe47e1a27f6ae460cf182c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro.cginc b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro.cginc new file mode 100644 index 00000000..58981304 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro.cginc @@ -0,0 +1,84 @@ +float2 UnpackUV(float uv) +{ + float2 output; + output.x = floor(uv / 4096); + output.y = uv - 4096 * output.x; + + return output * 0.001953125; +} + +fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) +{ + half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); + half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); + + faceColor.rgb *= faceColor.a; + outlineColor.rgb *= outlineColor.a; + + faceColor = lerp(faceColor, outlineColor, outlineAlpha); + + faceColor *= faceAlpha; + + return faceColor; +} + +float3 GetSurfaceNormal(float4 h, float bias) +{ + bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); + + h += bias+_BevelOffset; + + float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); + + // Track outline + h -= .5; + h /= bevelWidth; + h = saturate(h+.5); + + if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); + h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); + h = min(h, 1.0-_BevelClamp); + h *= _Bevel * bevelWidth * _GradientScale * -2.0; + + float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); + float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); + + return cross(va, vb); +} + +float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) +{ + // Read "height field" + float4 h = {tex2D(_MainTex, uv - delta.xz).a, + tex2D(_MainTex, uv + delta.xz).a, + tex2D(_MainTex, uv - delta.zy).a, + tex2D(_MainTex, uv + delta.zy).a}; + + return GetSurfaceNormal(h, bias); +} + +float3 GetSpecular(float3 n, float3 l) +{ + float spec = pow(max(0.0, dot(n, l)), _Reflectivity); + return _SpecularColor.rgb * spec * _SpecularPower; +} + +float4 GetGlowColor(float d, float scale) +{ + float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; + float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; + glow = saturate(abs(glow/(1.0 + t))); + glow = 1.0-pow(glow, _GlowPower); + glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel + return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); +} + +float4 BlendARGB(float4 overlying, float4 underlying) +{ + overlying.rgb *= overlying.a; + underlying.rgb *= underlying.a; + float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); + float alpha = underlying.a + (1-underlying.a)*overlying.a; + return float4(blended, alpha); +} + diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta new file mode 100644 index 00000000..0d6eb56c --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 407bc68d299748449bbf7f48ee690f8d +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc new file mode 100644 index 00000000..5969fec1 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc @@ -0,0 +1,157 @@ +struct vertex_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + float4 position : POSITION; + float3 normal : NORMAL; + float4 color : COLOR; + float2 texcoord0 : TEXCOORD0; + float2 texcoord1 : TEXCOORD1; +}; + +struct pixel_t { + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + float4 position : SV_POSITION; + float4 faceColor : COLOR; + float4 outlineColor : COLOR1; + float4 texcoord0 : TEXCOORD0; + float4 param : TEXCOORD1; // weight, scaleRatio + float2 mask : TEXCOORD2; + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 texcoord2 : TEXCOORD3; + float4 underlayColor : COLOR2; + #endif +}; + +float4 SRGBToLinear(float4 rgba) { + return float4(lerp(rgba.rgb / 12.92f, pow((rgba.rgb + 0.055f) / 1.055f, 2.4f), step(0.04045f, rgba.rgb)), rgba.a); +} + +pixel_t VertShader(vertex_t input) +{ + pixel_t output; + + UNITY_INITIALIZE_OUTPUT(pixel_t, output); + UNITY_SETUP_INSTANCE_ID(input); + UNITY_TRANSFER_INSTANCE_ID(input, output); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + + float bold = step(input.texcoord1.y, 0); + + float4 vert = input.position; + vert.x += _VertexOffsetX; + vert.y += _VertexOffsetY; + + float4 vPosition = UnityObjectToClipPos(vert); + + float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; + weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; + + // Generate UV for the Masking Texture + float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); + float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); + + float4 color = input.color; + #if (FORCE_LINEAR && !UNITY_COLORSPACE_GAMMA) + color = SRGBToLinear(input.color); + #endif + + float opacity = color.a; + #if (UNDERLAY_ON | UNDERLAY_INNER) + opacity = 1.0; + #endif + + float4 faceColor = float4(color.rgb, opacity) * _FaceColor; + faceColor.rgb *= faceColor.a; + + float4 outlineColor = _OutlineColor; + outlineColor.a *= opacity; + outlineColor.rgb *= outlineColor.a; + + output.position = vPosition; + output.faceColor = faceColor; + output.outlineColor = outlineColor; + output.texcoord0 = float4(input.texcoord0.xy, maskUV.xy); + output.param = float4(0.5 - weight, 1.3333 * _GradientScale * (_Sharpness + 1) / _TextureWidth, _OutlineWidth * _ScaleRatioA * 0.5, 0); + + float2 mask = float2(0, 0); + #if UNITY_UI_CLIP_RECT + mask = vert.xy * 2 - clampedRect.xy - clampedRect.zw; + #endif + output.mask = mask; + + #if (UNDERLAY_ON || UNDERLAY_INNER) + float4 underlayColor = _UnderlayColor; + underlayColor.rgb *= underlayColor.a; + + float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; + float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; + + output.texcoord2 = float4(input.texcoord0 + float2(x, y), input.color.a, 0); + output.underlayColor = underlayColor; + #endif + + return output; +} + +float4 PixShader(pixel_t input) : SV_Target +{ + UNITY_SETUP_INSTANCE_ID(input); + + float d = tex2D(_MainTex, input.texcoord0.xy).a; + + float2 UV = input.texcoord0.xy; + float scale = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y))) * input.param.y; + + #if (UNDERLAY_ON | UNDERLAY_INNER) + float layerScale = scale; + layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); + float layerBias = input.param.x * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); + #endif + + scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); + + float4 faceColor = input.faceColor * saturate((d - input.param.x) * scale + 0.5); + + #ifdef OUTLINE_ON + float4 outlineColor = lerp(input.faceColor, input.outlineColor, sqrt(min(1.0, input.param.z * scale * 2))); + faceColor = lerp(outlineColor, input.faceColor, saturate((d - input.param.x - input.param.z) * scale + 0.5)); + faceColor *= saturate((d - input.param.x + input.param.z) * scale + 0.5); + #endif + + #if UNDERLAY_ON + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - layerBias) * (1 - faceColor.a); + #endif + + #if UNDERLAY_INNER + float bias = input.param.x * scale - 0.5; + float sd = saturate(d * scale - bias - input.param.z); + d = tex2D(_MainTex, input.texcoord2.xy).a * layerScale; + faceColor += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - layerBias)) * sd * (1 - faceColor.a); + #endif + + #ifdef MASKING + float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); + float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; + a = saturate(t / _MaskEdgeSoftness); + faceColor.rgb = lerp(_MaskEdgeColor.rgb * faceColor.a, faceColor.rgb, a); + faceColor *= a; + #endif + + // Alternative implementation to UnityGet2DClipping with support for softness + #if UNITY_UI_CLIP_RECT + float2 maskZW = 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + (1 / scale)); + float2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * maskZW); + faceColor *= m.x * m.y; + #endif + + #if (UNDERLAY_ON | UNDERLAY_INNER) + faceColor *= input.texcoord2.z; + #endif + + #if UNITY_UI_ALPHACLIP + clip(faceColor.a - 0.001); + #endif + + return faceColor; +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta new file mode 100644 index 00000000..4415e507 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c334973cef89a9840b0b0c507e0377ab +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc new file mode 100644 index 00000000..2e962588 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc @@ -0,0 +1,85 @@ +// UI Editable properties +uniform sampler2D _FaceTex; // Alpha : Signed Distance +uniform float _FaceUVSpeedX; +uniform float _FaceUVSpeedY; +uniform fixed4 _FaceColor; // RGBA : Color + Opacity +uniform float _FaceDilate; // v[ 0, 1] +uniform float _OutlineSoftness; // v[ 0, 1] + +uniform sampler2D _OutlineTex; // RGBA : Color + Opacity +uniform float _OutlineUVSpeedX; +uniform float _OutlineUVSpeedY; +uniform fixed4 _OutlineColor; // RGBA : Color + Opacity +uniform float _OutlineWidth; // v[ 0, 1] + +uniform float _Bevel; // v[ 0, 1] +uniform float _BevelOffset; // v[-1, 1] +uniform float _BevelWidth; // v[-1, 1] +uniform float _BevelClamp; // v[ 0, 1] +uniform float _BevelRoundness; // v[ 0, 1] + +uniform sampler2D _BumpMap; // Normal map +uniform float _BumpOutline; // v[ 0, 1] +uniform float _BumpFace; // v[ 0, 1] + +uniform samplerCUBE _Cube; // Cube / sphere map +uniform fixed4 _ReflectFaceColor; // RGB intensity +uniform fixed4 _ReflectOutlineColor; +//uniform float _EnvTiltX; // v[-1, 1] +//uniform float _EnvTiltY; // v[-1, 1] +uniform float3 _EnvMatrixRotation; +uniform float4x4 _EnvMatrix; + +uniform fixed4 _SpecularColor; // RGB intensity +uniform float _LightAngle; // v[ 0,Tau] +uniform float _SpecularPower; // v[ 0, 1] +uniform float _Reflectivity; // v[ 5, 15] +uniform float _Diffuse; // v[ 0, 1] +uniform float _Ambient; // v[ 0, 1] + +uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity +uniform float _UnderlayOffsetX; // v[-1, 1] +uniform float _UnderlayOffsetY; // v[-1, 1] +uniform float _UnderlayDilate; // v[-1, 1] +uniform float _UnderlaySoftness; // v[ 0, 1] + +uniform fixed4 _GlowColor; // RGBA : Color + Intesity +uniform float _GlowOffset; // v[-1, 1] +uniform float _GlowOuter; // v[ 0, 1] +uniform float _GlowInner; // v[ 0, 1] +uniform float _GlowPower; // v[ 1, 1/(1+4*4)] + +// API Editable properties +uniform float _ShaderFlags; +uniform float _WeightNormal; +uniform float _WeightBold; + +uniform float _ScaleRatioA; +uniform float _ScaleRatioB; +uniform float _ScaleRatioC; + +uniform float _VertexOffsetX; +uniform float _VertexOffsetY; + +//uniform float _UseClipRect; +uniform float _MaskID; +uniform sampler2D _MaskTex; +uniform float4 _MaskCoord; +uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) +//uniform float _MaskWipeControl; +//uniform float _MaskEdgeSoftness; +//uniform fixed4 _MaskEdgeColor; +//uniform bool _MaskInverse; + +uniform float _MaskSoftnessX; +uniform float _MaskSoftnessY; + +// Font Atlas properties +uniform sampler2D _MainTex; +uniform float _TextureWidth; +uniform float _TextureHeight; +uniform float _GradientScale; +uniform float _ScaleX; +uniform float _ScaleY; +uniform float _PerspectiveFilter; +uniform float _Sharpness; diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta new file mode 100644 index 00000000..7b37f2f1 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3997e2241185407d80309a82f9148466 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc new file mode 100644 index 00000000..622ae875 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc @@ -0,0 +1,101 @@ +void VertShader(inout appdata_full v, out Input data) +{ + v.vertex.x += _VertexOffsetX; + v.vertex.y += _VertexOffsetY; + + UNITY_INITIALIZE_OUTPUT(Input, data); + + float bold = step(v.texcoord1.y, 0); + + // Generate normal for backface + float3 view = ObjSpaceViewDir(v.vertex); + v.normal *= sign(dot(v.normal, view)); + +#if USE_DERIVATIVE + data.param.y = 1; +#else + float4 vert = v.vertex; + float4 vPosition = UnityObjectToClipPos(vert); + float2 pixelSize = vPosition.w; + + pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy); + float scale = rsqrt(dot(pixelSize, pixelSize)); + scale *= abs(v.texcoord1.y) * _GradientScale * (_Sharpness + 1); + scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); + data.param.y = scale; +#endif + + data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // + + v.texcoord1.xy = UnpackUV(v.texcoord1.x); + data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); +} + +void PixShader(Input input, inout SurfaceOutput o) +{ + +#if USE_DERIVATIVE + float2 pixelSize = float2(ddx(input.uv_MainTex.y), ddy(input.uv_MainTex.y)); + pixelSize *= _TextureWidth * .75; + float scale = rsqrt(dot(pixelSize, pixelSize)) * _GradientScale * (_Sharpness + 1); +#else + float scale = input.param.y; +#endif + + // Signed distance + float c = tex2D(_MainTex, input.uv_MainTex).a; + float sd = (.5 - c - input.param.x) * scale + .5; + float outline = _OutlineWidth*_ScaleRatioA * scale; + float softness = _OutlineSoftness*_ScaleRatioA * scale; + + // Color & Alpha + float4 faceColor = _FaceColor; + float4 outlineColor = _OutlineColor; + faceColor *= input.color; + outlineColor.a *= input.color.a; + faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); + outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); + faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); + faceColor.rgb /= max(faceColor.a, 0.0001); + +#if BEVEL_ON + float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); + + float4 smp4x = {tex2D(_MainTex, input.uv_MainTex - delta.xz).a, + tex2D(_MainTex, input.uv_MainTex + delta.xz).a, + tex2D(_MainTex, input.uv_MainTex - delta.zy).a, + tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; + + // Face Normal + float3 n = GetSurfaceNormal(smp4x, input.param.x); + + // Bumpmap + float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; + bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); + bump = lerp(float3(0, 0, 1), bump, faceColor.a); + n = normalize(n - bump); + + // Cubemap reflection + fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); + float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; +#else + float3 n = float3(0, 0, -1); + float3 emission = float3(0, 0, 0); +#endif + +#if GLOW_ON + float4 glowColor = GetGlowColor(sd, scale); + glowColor.a *= input.color.a; + emission += glowColor.rgb*glowColor.a; + faceColor = BlendARGB(glowColor, faceColor); + faceColor.rgb /= max(faceColor.a, 0.0001); +#endif + + // Set Standard output structure + o.Albedo = faceColor.rgb; + o.Normal = -n; + o.Emission = emission; + o.Specular = lerp(_FaceShininess, _OutlineShininess, saturate(sd + outline * 0.5)); + o.Gloss = 1; + o.Alpha = faceColor.a; +} diff --git a/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta new file mode 100644 index 00000000..41ef4b10 --- /dev/null +++ b/Final Lab/Jogo Final/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: d930090c0cd643c7b55f19a38538c162 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: 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a/Final Lab/Jogo Final/Executable/JogoFinal_Data/globalgamemanagers.assets b/Final Lab/Jogo Final/Executable/JogoFinal_Data/globalgamemanagers.assets new file mode 100644 index 00000000..4f2fa52b Binary files /dev/null and b/Final Lab/Jogo Final/Executable/JogoFinal_Data/globalgamemanagers.assets differ diff --git a/Final Lab/Jogo Final/Executable/JogoFinal_Data/level0 b/Final Lab/Jogo Final/Executable/JogoFinal_Data/level0 new file mode 100644 index 00000000..d2a0724e Binary files /dev/null and b/Final Lab/Jogo Final/Executable/JogoFinal_Data/level0 differ diff --git a/Final Lab/Jogo Final/Executable/JogoFinal_Data/level1 b/Final Lab/Jogo Final/Executable/JogoFinal_Data/level1 new file mode 100644 index 00000000..c30830f6 Binary files /dev/null and b/Final Lab/Jogo Final/Executable/JogoFinal_Data/level1 differ diff --git a/Final Lab/Jogo Final/Executable/JogoFinal_Data/resources.assets b/Final Lab/Jogo Final/Executable/JogoFinal_Data/resources.assets new file mode 100644 index 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a/Final Lab/Jogo Final/Executable/JogoFinal_Data/sharedassets1.resource b/Final Lab/Jogo Final/Executable/JogoFinal_Data/sharedassets1.resource new file mode 100644 index 00000000..cc4447ee Binary files /dev/null and b/Final Lab/Jogo Final/Executable/JogoFinal_Data/sharedassets1.resource differ diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/EmbedRuntime/MonoPosixHelper.dll b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/EmbedRuntime/MonoPosixHelper.dll new file mode 100644 index 00000000..aed7300a Binary files /dev/null and b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/EmbedRuntime/MonoPosixHelper.dll differ diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/EmbedRuntime/mono-2.0-bdwgc.dll b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/EmbedRuntime/mono-2.0-bdwgc.dll new file mode 100644 index 00000000..04398959 Binary files /dev/null and b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/EmbedRuntime/mono-2.0-bdwgc.dll differ diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/Browsers/Compat.browser b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/Browsers/Compat.browser new file mode 100644 index 00000000..dcedf7f7 --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/Browsers/Compat.browser @@ -0,0 +1,42 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/DefaultWsdlHelpGenerator.aspx b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/DefaultWsdlHelpGenerator.aspx new file mode 100644 index 00000000..f4d74bff --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/DefaultWsdlHelpGenerator.aspx @@ -0,0 +1,1901 @@ +<%-- +// +// DefaultWsdlHelpGenerator.aspx: +// +// Author: +// Lluis Sanchez Gual (lluis@ximian.com) +// +// (C) 2003 Ximian, Inc. http://www.ximian.com +// +--%> + +<%@ Import Namespace="System.Collections" %> +<%@ Import Namespace="System.Collections.Generic" %> +<%@ Import Namespace="System.IO" %> +<%@ Import Namespace="System.Xml.Serialization" %> +<%@ Import Namespace="System.Xml" %> +<%@ Import Namespace="System.Xml.Schema" %> +<%@ Import Namespace="System.Web.Services" %> +<%@ Import Namespace="System.Web.Services.Description" %> +<%@ Import Namespace="System.Web.Services.Configuration" %> +<%@ Import Namespace="System.Web.Configuration" %> +<%@ Import Namespace="System" %> +<%@ Import Namespace="System.Net" %> +<%@ Import Namespace="System.Globalization" %> +<%@ Import Namespace="System.Resources" %> +<%@ Import Namespace="System.Diagnostics" %> +<%@ Import Namespace="System.CodeDom" %> +<%@ Import Namespace="System.CodeDom.Compiler" %> +<%@ Import Namespace="Microsoft.CSharp" %> +<%@ Import Namespace="Microsoft.VisualBasic" %> +<%@ Import Namespace="System.Text" %> +<%@ Import Namespace="System.Text.RegularExpressions" %> +<%@ Import Namespace="System.Security.Cryptography.X509Certificates" %> +<%@ Assembly name="System.Web.Services" %> +<%@ Page debug="true" %> + + + + + + <% + Response.Write (""); + %> + <%=WebServiceName%> Web Service + + + + + + + +
+Web Service
+<%=WebServiceName%> +
+ + + + + + + + +
+
+Overview
+
+Service Description +
+Client proxy +

+ + + <%#FormatBindingName(DataBinder.Eval(Container.DataItem, "Name").ToString())%> + + + op=<%#GetOpName(Container.DataItem)%>&bnd=<%#DataBinder.Eval(Container.DataItem, "Binding.Name")%>"><%#GetOpName(Container.DataItem)%> +
+
+
+
+
+
+ +
+ +<% if (CurrentPage == "main") {%> + + + +

Web Service Overview

+ <%=WebServiceDescription%> +

+ <% if (ProfileViolations != null && ProfileViolations.Count > 0) { %> +

Basic Profile Conformance

+ This web service does not conform to WS-I Basic Profile v1.1 + <% + Response.Write ("
    "); + foreach (BasicProfileViolation vio in ProfileViolations) { + Response.Write ("
  • " + vio.NormativeStatement + ": " + vio.Details); + Response.Write ("
      "); + foreach (string ele in vio.Elements) + Response.Write ("
    • " + ele + "
    • "); + Response.Write ("
    "); + Response.Write ("
  • "); + } + Response.Write ("
"); + }%> + +<%} if (DefaultBinding == null) {%> +This service does not contain any public web method. +<%} else if (CurrentPage == "op") {%> + + + + <%=CurrentOperationName%> +

+ <% WriteTabs (); %> +


+ + <% if (CurrentTab == "main") { %> + Input Parameters +
+ <% if (InParams.Count == 0) { %> + No input parameters
+ <% } else { %> + + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%><%#DataBinder.Eval(Container.DataItem, "Type")%>
+ <% } %> +
+ + <% if (OutParams.Count > 0) { %> + Output Parameters +
+ + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%><%#DataBinder.Eval(Container.DataItem, "Type")%>
+
+ <% } %> + + Remarks +
+ <%=OperationDocumentation%> +

+ Technical information +
+ Format: <%=CurrentOperationFormat%> +
Supported protocols: <%=CurrentOperationProtocols%> + <% } %> + + + + <% if (CurrentTab == "test") { + if (CurrentOperationSupportsTest) {%> + Enter values for the parameters and click the 'Invoke' button to test this method:

+
+ + + + + + + + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%>: ">
 
+
+
"> + The web service returned the following result:

+
+
+ +
+ <% } else {%> + The test form is not available for this operation because it has parameters with a complex structure. + <% } %> + <% } %> + + + + <% if (CurrentTab == "msg") { %> + + The following are sample SOAP requests and responses for each protocol supported by this method: +

+ + <% if (IsOperationSupported ("Soap")) { %> + Soap +

+
<%=GenerateOperationMessages ("Soap", true)%>
+
+
<%=GenerateOperationMessages ("Soap", false)%>
+
+ <% } %> + <% if (IsOperationSupported ("HttpGet")) { %> + HTTP Get +

+
<%=GenerateOperationMessages ("HttpGet", true)%>
+
+
<%=GenerateOperationMessages ("HttpGet", false)%>
+
+ <% } %> + <% if (IsOperationSupported ("HttpPost")) { %> + HTTP Post +

+
<%=GenerateOperationMessages ("HttpPost", true)%>
+
+
<%=GenerateOperationMessages ("HttpPost", false)%>
+
+ <% } %> + + <% } %> +<%} else if (CurrentPage == "proxy") {%> + +
+ Select the language for which you want to generate a proxy +   + +    +
+
+ <%=CurrentProxytName%>    + Download +

+
+
<%=GetProxyCode ()%>
+
+<%} else if (CurrentPage == "wsdl") {%> + + <% if (descriptions.Count > 1 || schemas.Count > 1) {%> + The description of this web service is composed by several documents. Click on the document you want to see: + + + + <%} else {%> + <%}%> +
+ <%=CurrentDocumentName%>    + Download +

+
+
<%=GenerateDocument ()%>
+
+ +<%}%> + +














+
+ + diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/machine.config b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/machine.config new file mode 100644 index 00000000..9da7be98 --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/machine.config @@ -0,0 +1,283 @@ + + + + + +
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+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/settings.map b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/settings.map new file mode 100644 index 00000000..9a52ccc0 --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/settings.map @@ -0,0 +1,48 @@ + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/web.config b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/web.config new file mode 100644 index 00000000..e1428f8c --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/2.0/web.config @@ -0,0 +1,154 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/Browsers/Compat.browser b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/Browsers/Compat.browser new file mode 100644 index 00000000..dcedf7f7 --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/Browsers/Compat.browser @@ -0,0 +1,42 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/DefaultWsdlHelpGenerator.aspx b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/DefaultWsdlHelpGenerator.aspx new file mode 100644 index 00000000..f4d74bff --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/DefaultWsdlHelpGenerator.aspx @@ -0,0 +1,1901 @@ +<%-- +// +// DefaultWsdlHelpGenerator.aspx: +// +// Author: +// Lluis Sanchez Gual (lluis@ximian.com) +// +// (C) 2003 Ximian, Inc. http://www.ximian.com +// +--%> + +<%@ Import Namespace="System.Collections" %> +<%@ Import Namespace="System.Collections.Generic" %> +<%@ Import Namespace="System.IO" %> +<%@ Import Namespace="System.Xml.Serialization" %> +<%@ Import Namespace="System.Xml" %> +<%@ Import Namespace="System.Xml.Schema" %> +<%@ Import Namespace="System.Web.Services" %> +<%@ Import Namespace="System.Web.Services.Description" %> +<%@ Import Namespace="System.Web.Services.Configuration" %> +<%@ Import Namespace="System.Web.Configuration" %> +<%@ Import Namespace="System" %> +<%@ Import Namespace="System.Net" %> +<%@ Import Namespace="System.Globalization" %> +<%@ Import Namespace="System.Resources" %> +<%@ Import Namespace="System.Diagnostics" %> +<%@ Import Namespace="System.CodeDom" %> +<%@ Import Namespace="System.CodeDom.Compiler" %> +<%@ Import Namespace="Microsoft.CSharp" %> +<%@ Import Namespace="Microsoft.VisualBasic" %> +<%@ Import Namespace="System.Text" %> +<%@ Import Namespace="System.Text.RegularExpressions" %> +<%@ Import Namespace="System.Security.Cryptography.X509Certificates" %> +<%@ Assembly name="System.Web.Services" %> +<%@ Page debug="true" %> + + + + + + <% + Response.Write (""); + %> + <%=WebServiceName%> Web Service + + + + + + + +
+Web Service
+<%=WebServiceName%> +
+ + + + + + + + +
+
+Overview
+
+Service Description +
+Client proxy +

+ + + <%#FormatBindingName(DataBinder.Eval(Container.DataItem, "Name").ToString())%> + + + op=<%#GetOpName(Container.DataItem)%>&bnd=<%#DataBinder.Eval(Container.DataItem, "Binding.Name")%>"><%#GetOpName(Container.DataItem)%> +
+
+
+
+
+
+ +
+ +<% if (CurrentPage == "main") {%> + + + +

Web Service Overview

+ <%=WebServiceDescription%> +

+ <% if (ProfileViolations != null && ProfileViolations.Count > 0) { %> +

Basic Profile Conformance

+ This web service does not conform to WS-I Basic Profile v1.1 + <% + Response.Write ("
    "); + foreach (BasicProfileViolation vio in ProfileViolations) { + Response.Write ("
  • " + vio.NormativeStatement + ": " + vio.Details); + Response.Write ("
      "); + foreach (string ele in vio.Elements) + Response.Write ("
    • " + ele + "
    • "); + Response.Write ("
    "); + Response.Write ("
  • "); + } + Response.Write ("
"); + }%> + +<%} if (DefaultBinding == null) {%> +This service does not contain any public web method. +<%} else if (CurrentPage == "op") {%> + + + + <%=CurrentOperationName%> +

+ <% WriteTabs (); %> +


+ + <% if (CurrentTab == "main") { %> + Input Parameters +
+ <% if (InParams.Count == 0) { %> + No input parameters
+ <% } else { %> + + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%><%#DataBinder.Eval(Container.DataItem, "Type")%>
+ <% } %> +
+ + <% if (OutParams.Count > 0) { %> + Output Parameters +
+ + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%><%#DataBinder.Eval(Container.DataItem, "Type")%>
+
+ <% } %> + + Remarks +
+ <%=OperationDocumentation%> +

+ Technical information +
+ Format: <%=CurrentOperationFormat%> +
Supported protocols: <%=CurrentOperationProtocols%> + <% } %> + + + + <% if (CurrentTab == "test") { + if (CurrentOperationSupportsTest) {%> + Enter values for the parameters and click the 'Invoke' button to test this method:

+
+ + + + + + + + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%>: ">
 
+
+
"> + The web service returned the following result:

+
+
+ +
+ <% } else {%> + The test form is not available for this operation because it has parameters with a complex structure. + <% } %> + <% } %> + + + + <% if (CurrentTab == "msg") { %> + + The following are sample SOAP requests and responses for each protocol supported by this method: +

+ + <% if (IsOperationSupported ("Soap")) { %> + Soap +

+
<%=GenerateOperationMessages ("Soap", true)%>
+
+
<%=GenerateOperationMessages ("Soap", false)%>
+
+ <% } %> + <% if (IsOperationSupported ("HttpGet")) { %> + HTTP Get +

+
<%=GenerateOperationMessages ("HttpGet", true)%>
+
+
<%=GenerateOperationMessages ("HttpGet", false)%>
+
+ <% } %> + <% if (IsOperationSupported ("HttpPost")) { %> + HTTP Post +

+
<%=GenerateOperationMessages ("HttpPost", true)%>
+
+
<%=GenerateOperationMessages ("HttpPost", false)%>
+
+ <% } %> + + <% } %> +<%} else if (CurrentPage == "proxy") {%> + +
+ Select the language for which you want to generate a proxy +   + +    +
+
+ <%=CurrentProxytName%>    + Download +

+
+
<%=GetProxyCode ()%>
+
+<%} else if (CurrentPage == "wsdl") {%> + + <% if (descriptions.Count > 1 || schemas.Count > 1) {%> + The description of this web service is composed by several documents. Click on the document you want to see: + + + + <%} else {%> + <%}%> +
+ <%=CurrentDocumentName%>    + Download +

+
+
<%=GenerateDocument ()%>
+
+ +<%}%> + +














+
+ + diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/machine.config b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/machine.config new file mode 100644 index 00000000..12839c1f --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/machine.config @@ -0,0 +1,310 @@ + + + + + +
+
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+ +
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/settings.map b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/settings.map new file mode 100644 index 00000000..4c53aca6 --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/settings.map @@ -0,0 +1,48 @@ + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/web.config b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/web.config new file mode 100644 index 00000000..2a7dfd2e --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.0/web.config @@ -0,0 +1,253 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.5/Browsers/Compat.browser b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.5/Browsers/Compat.browser new file mode 100644 index 00000000..dcedf7f7 --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.5/Browsers/Compat.browser @@ -0,0 +1,42 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + \ No newline at end of file diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.5/DefaultWsdlHelpGenerator.aspx b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.5/DefaultWsdlHelpGenerator.aspx new file mode 100644 index 00000000..f4d74bff --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.5/DefaultWsdlHelpGenerator.aspx @@ -0,0 +1,1901 @@ +<%-- +// +// DefaultWsdlHelpGenerator.aspx: +// +// Author: +// Lluis Sanchez Gual (lluis@ximian.com) +// +// (C) 2003 Ximian, Inc. http://www.ximian.com +// +--%> + +<%@ Import Namespace="System.Collections" %> +<%@ Import Namespace="System.Collections.Generic" %> +<%@ Import Namespace="System.IO" %> +<%@ Import Namespace="System.Xml.Serialization" %> +<%@ Import Namespace="System.Xml" %> +<%@ Import Namespace="System.Xml.Schema" %> +<%@ Import Namespace="System.Web.Services" %> +<%@ Import Namespace="System.Web.Services.Description" %> +<%@ Import Namespace="System.Web.Services.Configuration" %> +<%@ Import Namespace="System.Web.Configuration" %> +<%@ Import Namespace="System" %> +<%@ Import Namespace="System.Net" %> +<%@ Import Namespace="System.Globalization" %> +<%@ Import Namespace="System.Resources" %> +<%@ Import Namespace="System.Diagnostics" %> +<%@ Import Namespace="System.CodeDom" %> +<%@ Import Namespace="System.CodeDom.Compiler" %> +<%@ Import Namespace="Microsoft.CSharp" %> +<%@ Import Namespace="Microsoft.VisualBasic" %> +<%@ Import Namespace="System.Text" %> +<%@ Import Namespace="System.Text.RegularExpressions" %> +<%@ Import Namespace="System.Security.Cryptography.X509Certificates" %> +<%@ Assembly name="System.Web.Services" %> +<%@ Page debug="true" %> + + + + + + <% + Response.Write (""); + %> + <%=WebServiceName%> Web Service + + + + + + + +
+Web Service
+<%=WebServiceName%> +
+ + + + + + + + +
+
+Overview
+
+Service Description +
+Client proxy +

+ + + <%#FormatBindingName(DataBinder.Eval(Container.DataItem, "Name").ToString())%> + + + op=<%#GetOpName(Container.DataItem)%>&bnd=<%#DataBinder.Eval(Container.DataItem, "Binding.Name")%>"><%#GetOpName(Container.DataItem)%> +
+
+
+
+
+
+ +
+ +<% if (CurrentPage == "main") {%> + + + +

Web Service Overview

+ <%=WebServiceDescription%> +

+ <% if (ProfileViolations != null && ProfileViolations.Count > 0) { %> +

Basic Profile Conformance

+ This web service does not conform to WS-I Basic Profile v1.1 + <% + Response.Write ("
    "); + foreach (BasicProfileViolation vio in ProfileViolations) { + Response.Write ("
  • " + vio.NormativeStatement + ": " + vio.Details); + Response.Write ("
      "); + foreach (string ele in vio.Elements) + Response.Write ("
    • " + ele + "
    • "); + Response.Write ("
    "); + Response.Write ("
  • "); + } + Response.Write ("
"); + }%> + +<%} if (DefaultBinding == null) {%> +This service does not contain any public web method. +<%} else if (CurrentPage == "op") {%> + + + + <%=CurrentOperationName%> +

+ <% WriteTabs (); %> +


+ + <% if (CurrentTab == "main") { %> + Input Parameters +
+ <% if (InParams.Count == 0) { %> + No input parameters
+ <% } else { %> + + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%><%#DataBinder.Eval(Container.DataItem, "Type")%>
+ <% } %> +
+ + <% if (OutParams.Count > 0) { %> + Output Parameters +
+ + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%><%#DataBinder.Eval(Container.DataItem, "Type")%>
+
+ <% } %> + + Remarks +
+ <%=OperationDocumentation%> +

+ Technical information +
+ Format: <%=CurrentOperationFormat%> +
Supported protocols: <%=CurrentOperationProtocols%> + <% } %> + + + + <% if (CurrentTab == "test") { + if (CurrentOperationSupportsTest) {%> + Enter values for the parameters and click the 'Invoke' button to test this method:

+
+ + + + + + + + + + + + + + + +
<%#DataBinder.Eval(Container.DataItem, "Name")%>: ">
 
+
+
"> + The web service returned the following result:

+
+
+ +
+ <% } else {%> + The test form is not available for this operation because it has parameters with a complex structure. + <% } %> + <% } %> + + + + <% if (CurrentTab == "msg") { %> + + The following are sample SOAP requests and responses for each protocol supported by this method: +

+ + <% if (IsOperationSupported ("Soap")) { %> + Soap +

+
<%=GenerateOperationMessages ("Soap", true)%>
+
+
<%=GenerateOperationMessages ("Soap", false)%>
+
+ <% } %> + <% if (IsOperationSupported ("HttpGet")) { %> + HTTP Get +

+
<%=GenerateOperationMessages ("HttpGet", true)%>
+
+
<%=GenerateOperationMessages ("HttpGet", false)%>
+
+ <% } %> + <% if (IsOperationSupported ("HttpPost")) { %> + HTTP Post +

+
<%=GenerateOperationMessages ("HttpPost", true)%>
+
+
<%=GenerateOperationMessages ("HttpPost", false)%>
+
+ <% } %> + + <% } %> +<%} else if (CurrentPage == "proxy") {%> + +
+ Select the language for which you want to generate a proxy +   + +    +
+
+ <%=CurrentProxytName%>    + Download +

+
+
<%=GetProxyCode ()%>
+
+<%} else if (CurrentPage == "wsdl") {%> + + <% if (descriptions.Count > 1 || schemas.Count > 1) {%> + The description of this web service is composed by several documents. Click on the document you want to see: + + + + <%} else {%> + <%}%> +
+ <%=CurrentDocumentName%>    + Download +

+
+
<%=GenerateDocument ()%>
+
+ +<%}%> + +














+
+ + diff --git a/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.5/machine.config b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.5/machine.config new file mode 100644 index 00000000..61f78898 --- /dev/null +++ b/Final Lab/Jogo Final/Executable/MonoBleedingEdge/etc/mono/4.5/machine.config @@ -0,0 +1,313 @@ + + + + + +
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Provided courtesy of http://browsers.garykeith.com +;;; Created on Wednesday, June 17, 2009 at 6:30 AM GMT + +[GJK_Browscap_Version] +Version=4476 +Released=Wed, 17 Jun 2009 06:30:21 -0000 + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; DefaultProperties + +[DefaultProperties] +Browser=DefaultProperties +Version=0 +MajorVer=0 +MinorVer=0 +Platform=unknown +Alpha=false +Beta=false +Win16=false +Win32=false +Win64=false +Frames=false +IFrames=false +Tables=false +Cookies=false +BackgroundSounds=false +CDF=false +VBScript=false +JavaApplets=false +JavaScript=false +ActiveXControls=false +isBanned=false +isMobileDevice=false +isSyndicationReader=false +Crawler=false +CssVersion=0 +supportsCSS=false +AOL=false +aolVersion=0 +ECMAScriptVersion=0.0 +W3CDOMVersion=0.0 + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Ask + +[Ask] +Parent=DefaultProperties +Browser=Ask +Frames=true +Tables=true +Crawler=true + +[Mozilla/?.0 (compatible; Ask Jeeves/Teoma*)] +Parent=Ask +Browser=Teoma + +[Mozilla/2.0 (compatible; Ask Jeeves)] +Parent=Ask +Browser=AskJeeves + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Baidu + +[Baidu] +Parent=DefaultProperties +Browser=Baidu +Frames=true +Tables=true +Crawler=true + +[BaiduImageSpider*] +Parent=Baidu +Browser=BaiduImageSpider + +[Baiduspider*] +Parent=Baidu +Browser=BaiDu + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Google + +[Google] +Parent=DefaultProperties +Browser=Google +Frames=true +IFrames=true +Tables=true +JavaScript=true +Crawler=true + +[* (compatible; Googlebot-Mobile/2.1; *http://www.google.com/bot.html)] +Parent=Google +Browser=Googlebot-Mobile +Frames=false +IFrames=false +Tables=false + +[*Google Wireless Transcoder*] +Parent=Google +Browser=Google Wireless Transcoder + +[AdsBot-Google (?http://www.google.com/adsbot.html)] +Parent=Google +Browser=AdsBot-Google + +[Feedfetcher-Google-iGoogleGadgets;*] +Parent=Google +Browser=iGoogleGadgets +isBanned=true +isSyndicationReader=true + +[Feedfetcher-Google;*] +Parent=Google +Browser=Feedfetcher-Google +isBanned=true +isSyndicationReader=true + +[Google OpenSocial agent (http://www.google.com/feedfetcher.html)] +Parent=Google +Browser=Google OpenSocial + +[Google-Site-Verification/1.0] +Parent=Google +Browser=Google-Site-Verification + +[Google-Sitemaps/*] +Parent=Google +Browser=Google-Sitemaps + +[Googlebot-Image/*] +Parent=Google +Browser=Googlebot-Image +CDF=true + +[googlebot-urlconsole] +Parent=Google +Browser=googlebot-urlconsole + +[Googlebot-Video/1.0] +Parent=Google +Browser=Google-Video + +[Googlebot/2.1 (?http://www.google.com/bot.html)] +Parent=Google +Browser=Googlebot + +[Googlebot/2.1 (?http://www.googlebot.com/bot.html)] +Parent=Google +Browser=Googlebot + +[Googlebot/Test*] +Parent=Google +Browser=Googlebot/Test + +[gsa-crawler*] +Parent=Google +Browser=Google Search Appliance +isBanned=true + +[Mediapartners-Google*] +Parent=Google +Browser=Mediapartners-Google + +[Mozilla/4.0 (compatible; Google Desktop)] +Parent=Google +Browser=Google Desktop + +[Mozilla/4.0 (compatible; GoogleToolbar*)] +Parent=Google +Browser=Google Toolbar +isBanned=true + +[Mozilla/5.0 (compatible; Google Keyword Tool;*)] +Parent=Google +Browser=Google Keyword Tool + +[Mozilla/5.0 (compatible; Googlebot/2.1; ?http://www.google.com/bot.html)] +Parent=Google +Browser=Google Webmaster Tools + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Inktomi + +[Inktomi] +Parent=DefaultProperties +Browser=Inktomi +Frames=true +Tables=true +Crawler=true + +[* (compatible;YahooSeeker/M1A1-R2D2; *)] +Parent=Inktomi +Browser=YahooSeeker-Mobile +Frames=false +Tables=false + +[Mozilla/4.0] +Parent=Inktomi + +[Mozilla/4.0 (compatible; MSIE 5.0; Windows NT)] +Parent=Inktomi +Win32=true + +[Mozilla/4.0 (compatible; Yahoo Japan; for robot study; kasugiya)] +Parent=Inktomi +Browser=Yahoo! RobotStudy +isBanned=true + +[Mozilla/5.0 (compatible; BMC/1.0 (Y!J-AGENT))] +Parent=Inktomi +Browser=Y!J-AGENT/BMC + +[Mozilla/5.0 (compatible; BMF/1.0 (Y!J-AGENT))] +Parent=Inktomi +Browser=Y!J-AGENT/BMF + +[Mozilla/5.0 (compatible; BMI/1.0 (Y!J-AGENT; 1.0))] +Parent=Inktomi +Browser=Y!J-AGENT/BMI + +[Mozilla/5.0 (compatible; Yahoo! DE Slurp; http://help.yahoo.com/help/us/ysearch/slurp)] +Parent=Inktomi +Browser=Yahoo! Directory Engine + +[Mozilla/5.0 (compatible; Yahoo! Slurp China; http://misc.yahoo.com.cn/help.html)] +Parent=Inktomi +Browser=Yahoo! Slurp China + +[Mozilla/5.0 (compatible; Yahoo! Slurp/3.0; http://help.yahoo.com/help/us/ysearch/slurp)] +Parent=Inktomi +Browser=Yahoo! Slurp +Version=3.0 +MajorVer=3 +MinorVer=0 + +[Mozilla/5.0 (compatible; Yahoo! Slurp; http://help.yahoo.com/help/us/ysearch/slurp)] +Parent=Inktomi +Browser=Yahoo! Slurp + +[Mozilla/5.0 (compatible; Yahoo! Verifier/1.1)] +Parent=Inktomi +Browser=Yahoo! Verifier +Version=1.1 +MajorVer=1 +MinorVer=1 + +[Mozilla/5.0 (Slurp/cat; slurp@inktomi.com; http://www.inktomi.com/slurp.html)] +Parent=Inktomi +Browser=Slurp/cat + +[Mozilla/5.0 (Slurp/si; slurp@inktomi.com; http://www.inktomi.com/slurp.html)] +Parent=Inktomi + +[Mozilla/5.0 (Yahoo-MMCrawler/4.0; mailto:vertical-crawl-support@yahoo-inc.com)] +Parent=Inktomi +Browser=Yahoo-MMCrawler +Version=4.0 +MajorVer=4 +MinorVer=0 + +[Scooter/*] +Parent=Inktomi +Browser=Scooter + +[Scooter/3.3Y!CrawlX] +Parent=Inktomi +Browser=Scooter/3.3Y!CrawlX +Version=3.3 +MajorVer=3 +MinorVer=3 + +[slurp] +Parent=Inktomi +Browser=slurp + +[Y!J-BSC/1.0*] +Parent=Inktomi +Browser=Y!J-BSC +Version=1.0 +MajorVer=1 +MinorVer=0 +isBanned=true + +[Y!J-SRD/1.0] +Parent=Inktomi +Browser=Y!J-SRD +Version=1.0 +MajorVer=1 +MinorVer=0 + +[Yahoo Mindset] +Parent=Inktomi +Browser=Yahoo Mindset + +[Yahoo Pipes*] +Parent=Inktomi +Browser=Yahoo Pipes + +[Yahoo! Mindset] +Parent=Inktomi +Browser=Yahoo! Mindset + +[Yahoo! Slurp/Site Explorer] +Parent=Inktomi +Browser=Yahoo! Site Explorer + +[Yahoo-Blogs/*] +Parent=Inktomi +Browser=Yahoo-Blogs + +[Yahoo-MMAudVid*] +Parent=Inktomi +Browser=Yahoo-MMAudVid + +[Yahoo-MMCrawler*] +Parent=Inktomi +Browser=Yahoo-MMCrawler +isBanned=true + +[YahooFeedSeeker*] +Parent=Inktomi +Browser=YahooFeedSeeker +isSyndicationReader=true +Crawler=false + +[YahooSeeker/*] +Parent=Inktomi +Browser=YahooSeeker +isMobileDevice=true + +[YahooSeeker/CafeKelsa (compatible; Konqueror/3.2; FreeBSD*) (KHTML, like Gecko)] +Parent=Inktomi +Browser=YahooSeeker/CafeKelsa + +[YahooSeeker/CafeKelsa-dev (compatible; Konqueror/3.2; FreeBSD*) (KHTML, like Gecko)] +Parent=Inktomi + +[YahooVideoSearch*] +Parent=Inktomi +Browser=YahooVideoSearch + +[YahooYSMcm*] +Parent=Inktomi +Browser=YahooYSMcm + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; MSN + +[MSN] +Parent=DefaultProperties +Browser=MSN +Frames=true +Tables=true +Crawler=true + +[adidxbot/1.1 (?http://search.msn.com/msnbot.htm)] +Parent=MSN +Browser=adidxbot + +[librabot/1.0 (*)] +Parent=MSN +Browser=librabot + +[llssbot/1.0] +Parent=MSN +Browser=llssbot +Version=1.0 +MajorVer=1 +MinorVer=0 + +[MSMOBOT/1.1*] +Parent=MSN +Browser=msnbot-mobile +Version=1.1 +MajorVer=1 +MinorVer=1 + +[MSNBot-Academic/1.0*] +Parent=MSN +Browser=MSNBot-Academic +Version=1.0 +MajorVer=1 +MinorVer=0 + +[msnbot-media/1.0*] +Parent=MSN +Browser=msnbot-media +Version=1.0 +MajorVer=1 +MinorVer=0 + +[msnbot-media/1.1*] +Parent=MSN +Browser=msnbot-media +Version=1.1 +MajorVer=1 +MinorVer=1 + +[MSNBot-News/1.0*] +Parent=MSN +Browser=MSNBot-News +Version=1.0 +MajorVer=1 +MinorVer=0 + +[MSNBot-NewsBlogs/1.0*] +Parent=MSN +Browser=MSNBot-NewsBlogs +Version=1 +MajorVer=1 +MinorVer=0 + +[msnbot-products] +Parent=MSN +Browser=msnbot-products + +[msnbot-webmaster/1.0 (*http://search.msn.com/msnbot.htm)] +Parent=MSN +Browser=msnbot-webmaster tools + +[msnbot/1.0*] +Parent=MSN +Browser=msnbot +Version=1.0 +MajorVer=1 +MinorVer=0 + +[msnbot/1.1*] +Parent=MSN +Browser=msnbot +Version=1.1 +MajorVer=1 +MinorVer=1 + +[msnbot/2.0b*] +Parent=MSN +Version=2.0 +MajorVer=2 +MinorVer=0 +Beta=true + +[MSR-ISRCCrawler] +Parent=MSN +Browser=MSR-ISRCCrawler + +[renlifangbot/1.0 (?http://search.msn.com/msnbot.htm)] +Parent=MSN +Browser=renlifangbot + +[T-Mobile Dash Mozilla/4.0 (*) MSNBOT-MOBILE/1.1 (*)] +Parent=MSN +Browser=msnbot-mobile + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Yahoo + +[Yahoo] +Parent=DefaultProperties +Browser=Yahoo +Frames=true +Tables=true +Crawler=true + +[Mozilla/4.0 (compatible; Y!J; for robot study*)] +Parent=Yahoo +Browser=Y!J + +[Mozilla/5.0 (Yahoo-Test/4.0*)] +Parent=Yahoo +Browser=Yahoo-Test +Version=4.0 +MajorVer=4 +MinorVer=0 + +[mp3Spider cn-search-devel at yahoo-inc dot com] +Parent=Yahoo +Browser=Yahoo! Media +isBanned=true + +[My Browser] +Parent=Yahoo +Browser=Yahoo! 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i686; Bot,Robot,Spider,Crawler)] +Parent=General Crawlers +Browser=WIRE +isBanned=true + +[www.fi crawler, contact crawler@www.fi] +Parent=General Crawlers +Browser=www.fi crawler + +[Xerka WebBot v1.*] +Parent=General Crawlers +Browser=Xerka +isBanned=true + +[XML Sitemaps Generator*] +Parent=General Crawlers +Browser=XML Sitemaps Generator + +[XSpider*] +Parent=General Crawlers +Browser=XSpider +isBanned=true + +[YooW!/* (?http://www.yoow.eu)] +Parent=General Crawlers +Browser=YooW! +isBanned=true + +[HiddenMarket-*] +Parent=General RSS +Browser=HiddenMarket +isBanned=true + +[FOTOCHECKER] +Parent=Image Crawlers +Browser=FOTOCHECKER +isBanned=true + +;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; Search Engines + +[Search Engines] +Parent=DefaultProperties +Browser=Search Engines +Crawler=true + +[*FDSE robot*] +Parent=Search Engines +Browser=FDSE Robot + +[*Fluffy the spider*] +Parent=Search Engines +Browser=SearchHippo + +[Abacho*] +Parent=Search Engines +Browser=Abacho + +[ah-ha.com crawler (crawler@ah-ha.com)] +Parent=Search Engines +Browser=Ah-Ha + +[AIBOT/*] +Parent=Search Engines +Browser=21Seek.Com + +[ALeadSoftbot/*] +Parent=Search Engines +Browser=ALeadSoftbot + +[Amfibibot/*] +Parent=Search Engines +Browser=Amfibi + +[AnswerBus (http://www.answerbus.com/)] +Parent=Search Engines + +[antibot-V*] +Parent=Search Engines +Browser=antibot + +[appie*(www.walhello.com)] +Parent=Search Engines +Browser=Walhello + +[ASPSeek/*] +Parent=Search Engines +Browser=ASPSeek + +[BigCliqueBOT/*] +Parent=Search Engines +Browser=BigClique.com/BigClic.com + +[Blaiz-Bee/*] +Parent=Search Engines +Browser=RawGrunt + +[btbot/*] +Parent=Search Engines +Browser=Bit Torrent Search Engine + +[Busiversebot/v1.0 (http://www.busiverse.com/bot.php)] +Parent=Search Engines +Browser=Busiversebot +isBanned=true + +[CatchBot/*; http://www.catchbot.com] +Parent=Search Engines +Browser=CatchBot +Version=1.0 +MajorVer=1 +MinorVer=0 + +[CipinetBot (http://www.cipinet.com/bot.html)] +Parent=Search Engines +Browser=CipinetBot + +[Cogentbot/1.?*] +Parent=Search Engines +Browser=Cogentbot + +[compatible; Mozilla 4.0; MSIE 5.5; (SqwidgeBot v1.01 - http://www.sqwidge.com/bot/)] +Parent=Search Engines +Browser=SqwidgeBot + +[cosmos*] +Parent=Search Engines +Browser=Xyleme + +[Deepindex] +Parent=Search Engines +Browser=Deepindex + +[DiamondBot] +Parent=Search Engines +Browser=DiamondBot + +[Dumbot*] +Parent=Search Engines +Browser=Dumbot +Version=0.2 +MajorVer=0 +MinorVer=2 +Beta=true + +[Eule?Robot*] +Parent=Search Engines +Browser=Eule-Robot + +[Faxobot/*] +Parent=Search Engines +Browser=Faxo + +[Filangy/*] +Parent=Search Engines +Browser=Filangy + +[flatlandbot/*] +Parent=Search Engines +Browser=Flatland + +[Fooky.com/ScorpionBot/ScoutOut;*] +Parent=Search Engines +Browser=ScorpionBot +isBanned=true + +[FyberSpider*] +Parent=Search Engines +Browser=FyberSpider +isBanned=true + +[Gaisbot/*] +Parent=Search Engines +Browser=Gaisbot + +[gazz/*(gazz@nttr.co.jp)] +Parent=Search Engines +Browser=gazz + +[geniebot*] +Parent=Search Engines +Browser=GenieKnows + +[GOFORITBOT (?http://www.goforit.com/about/?)] +Parent=Search Engines +Browser=GoForIt + +[GoGuidesBot/*] +Parent=Search Engines +Browser=GoGuidesBot + +[GroschoBot/*] +Parent=Search Engines +Browser=GroschoBot + +[GurujiBot/1.*] +Parent=Search Engines +Browser=GurujiBot +isBanned=true + +[HenryTheMiragoRobot*] +Parent=Search Engines +Browser=Mirago + +[HolmesBot (http://holmes.ge)] +Parent=Search Engines +Browser=HolmesBot + +[Hotzonu/*] +Parent=Search Engines +Browser=Hotzonu + +[HyperEstraier/*] +Parent=Search Engines +Browser=HyperEstraier +isBanned=true + +[i1searchbot/*] +Parent=Search Engines +Browser=i1searchbot + +[IIITBOT/1.*] +Parent=Search Engines +Browser=Indian Language Web Search Engine + +[Iltrovatore-?etaccio/*] +Parent=Search Engines +Browser=Iltrovatore-Setaccio + +[InfociousBot (?http://corp.infocious.com/tech_crawler.php)] +Parent=Search Engines +Browser=InfociousBot +isBanned=true + +[Infoseek SideWinder/*] +Parent=Search Engines +Browser=Infoseek + +[iSEEKbot/*] +Parent=Search Engines +Browser=iSEEKbot + +[Knight/0.? 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Final/Library/MonoManager.asset new file mode 100644 index 00000000..a9c1d893 Binary files /dev/null and b/Final Lab/Jogo Final/Library/MonoManager.asset differ diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/CHANGELOG.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/CHANGELOG.md new file mode 100644 index 00000000..51681930 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/CHANGELOG.md @@ -0,0 +1,279 @@ +# Changelog +## [5.0.4] - 2020-11-03 +### Fixed +- Added missing tooltips in the Sprite Skin inspector (case 1285255) + +## [5.0.3] - 2020-10-15 +### Fixed +- Fixed Sprite with no animation data is being processed during AssetPostProcessor +- Fixed properties under the Sprite Library Asset overlappig in inspector (case 1280017) +- Fixed vertical slider handle is not aligned and placed slightly to the right side in the Bone Influence window (case 1260568) + +## [5.0.2] - 2020-08-31 +### Fixed +- Fixed Visibility window overlaps with weights and gemotery window when Sprite Editor Window resizes (case 1263353) +- Fixed 'Depth' column label gets clipped in Visibility Tool Window (case 1257991) +- Fixed 'Invalid worldAABB' error message when repeatedly pressing Pack Preview button (case 1270150) +- Fixed Null reference exception when changing values of a material while recording animation with Skinning Module enabled (case 1267300) +- Improved memory and speed of Animation SpritePostProcess for large sprite count + +## [5.0.1] - 2020-07-24 +### Fixed +- Fixed Skinning module flickers when creating in category in Visibility Window (case 1244097) +- Fixed NullReferenceException when creating Preset for SpriteSkin component (case 1254873) +- Updated optional dependency support for Collections to 0.9.0-preview.6 and Burst 1.3.3 (case 1255839) + +## [5.0.0] - 2020-05-11 +### Changed +- Version bump for Unity 2020.2 + +### Added +- Combined 2D IK package with 2D Animation package + +### Fixed +- Remove unused XR dependency (case 1249390) +- Fixed NullReferenceException when creating prefab with SpriteSkin component (case 1245149) + +## [4.2.4] - 2020-05-19 +### Fixed +- Fixed compilation error by depending on latest 2D Common package. + +## [4.2.3] - 2020-04-26 +### Changed +- Improved performance by batching buffer submission when Collection and Burst package is installed + +### Fixed +- Fix 'ArgumentException' when creating UXML Template Asset with 2D Animation package installed (case 1239680) + +## [4.2.2] - 2020-03-26 +### Fixed +- Fixed bone name field in weight slider does not display bone name (case 1226249) +- Fixed SpriteResolver's Inspector not updated when GameObject is disabled + +### Changed +- Improved deformation performance when Collection and Burst package is installed + +### Added +- Allow reordering of bone order in Bone Influence window. This is to allow fine tuning of bone order when shown in SpriteSkin's Inspector + +## [4.2.1] - 2020-03-20 +### Fixed +- Fixed inconsistent line ending + +## [4.2.0] - 2020-03-11 +### Added +- Add alwaysUpdate option to SpriteSkin to determine if SpriteSkin execution should occur even when the associated SpriteRenderer is culled +- Added message to inform user on dependent packages when viewing certain sample Scenes +- Added API to access deformed vertices from SpriteSkin + +### Changed +- Improved SpriteSkinEditor UI +- Adjust length of popup and value fields for Weight Slider Window + +### Removed +- Remove Bounds Gizmo from SpriteSkin +- Remove Reset Bounds button from SpriteSkinEditor + +### Fixed +- Fixed Sprite asset used by SpriteSkin in Scene is being deleted +- Fixed broken documentation links in inspectors +- Fixed Sprite deformation not updated when GameObject is being enabled +- Fixed exception after reverting from creating new vertices and edges +- Fixed visual defect after undoing changes to Bone Transform properties in SpriteSkin's Inspector + +## [4.1.1] - 2020-01-20 +###Fixed +- Fix 2D Animation not working when reloading scene in runtime (case 1211100) + +###Added +- Bone visibility persist after apply +- Sprite visibility persist after apply + +###Changed +- Deformed Sprite's bounds are now calculated and bounds property is removed from SpriteSkin's inspector (case 1208712) + +## [4.1.0] - 2019-12-18 +### Changed +- Changed default shortcut key for "Animation/Create Vertex" from "Shift-D" to "Shift-J" +- Changed default shortcut key for "Animation/Weight Brush" from "Shift-C" to "Shift-N" + +### Fixed +- Fix visual glitch when using SpriteSwap with Multi-threaded rendering (case 1203380) +- Fix bone name misaligned under Weight Slider Inspector when a name contains more than 26 letters (case 1200873) +- Fix bones not chained correctly when splitting bone in certain cases +- Fix 'Label' and 'Sprite' name overlaps with its input field when preset of "Sprite Library Asset" is created (case 1201061) +- Fix bone names can be empty (case 1200861) +- Fix bone gets created even though clicked on Visibility Panel (case 1200857) +- Fix NullReferenceException when using shortcut 'Shift+1' in certain cases (case 1200849) + +### Added +- Expose SpriteSkin component to be accessible from scripts. + +## [4.0.1] - 2019-11-26 +### Changed +- Changed how Samples are imported into the user's project +- Updated Third Party Notices file + +### Fixed +- Fix Animation Samples crashes when installing on certain machines (case 1185787) + +## [4.0.0] - 2019-11-06 +### Changed +- Version bump for Unity 2020.1 +- Improve optional performance boost by installing Burst and Collections package. Currently tested with + - com.unity.collections 0.1.1-preview + - com.unity.burst 1.1.2 + +### Added +- Skinning Module now persists the following state after Apply or Revert is clicked in Sprite Editor Window + - Current view mode i.e. Character or Spritesheet Mode + - Sprite Selection + - Bone Selection + - Preview Pose + - Vertex Selection + - Visibililty Tool Active State + - Weight Brush Settings + +### Fixed +- Update to use new UIElements ListView API + +## [3.0.7] - 2019-10-18 +### Fixed +- Fix Search reset button is visible in Visibility tool when nothing is entered into the search field (case 1182627) +- Fix Sprite outline disappears when the Selected Outline Color alpha value is less than 255 (case 1186776) +- Fix button's label spelling error in 'Generate For All Visible' (case 1188621) + +## [3.0.6] - 2019-09-18 +### Changed +- Remove usage of Resource folder for assets needed by package. + +### Fixed +- Fix GC allocation when using Sprite Resolver. + +## [3.0.5] - 2019-09-06 +### Added +- Optional performance boost by installing Burst package. +- Samples showing different how to produce different outcomes + +### Changed +- Sprite and Group in Sprite Visibility Window appear in same order as original art source file + +### Fixed +- Fix missing bone data in Sprite when importing with AssetDatabase V2 + +## [3.0.4] - 2019-08-09 +### Added +- Add related test packages +- Added tangent deform for lighting support + +### Fixed +- Fixed Amount slider not working in Weight Slider Panel +- Fixed exception when changing size to less than 0 in SpriteLibraryAssetInspector +- Fixed Sprite visual corruption when swapping Sprite using SpriteResolver + +###Changed +- Make Size property field in Weight Brush draggable for changing brush size +- Rename SpriteLibraryAsset::GetCategorylabelNames to SpriteLibraryAsset::GetCategoryLabelNames +- Change string hash for Category and Label name. This might break existing animation usage with SpriteResolver. +- Add Experimental tag on Sprite Swap related features + + +## [3.0.3] - 2019-07-17 +### Changed +- Update documentation +- Update to latest Mathematics package version + +## [3.0.2] - 2019-07-13 +### Changed +- Mark package to support Unity 2019.3.0a10 onwards. + +## [3.0.1] - 2019-07-12 +### Changed +- Fix path length due to validation failure. + +## [3.0.0] - 2019-06-17 +### Changed +- Remove preview tag. +- Remove experimental namespace + +## [2.2.0-preview.3] - 2019-06-06 +### Added +- BoneGizmos can be toggled in the SceneView Gizmos dropdown +- Scrollbar does not show for toolbar when required to scroll +- Change Sprite Library implementation. + - APIs redesigned. This will cause compilation errors if previous APIs are used + - Data serialization change. Previous Asset and Component data will not be compatible + +## [2.2.0-preview.2] - 2019-05-10 +### Added +- BoneGizmos will only show in selected hierarchies. +- Associate nearest Bone to Sprite intead of root Bone when no Bones are overlapping the Sprite +- Fixed Sprite not showing after it is being culled due to bone animation +- Add icons for Sprite Library Asset, Sprite Library Component and Sprite Resolver Component +- Fixed Sprite Library Asset Inspector Property Field text clipping +- SpriteResolver will assign Sprite to SpriteRenderer even it resolves to a missing Sprite +- Add visual feedback in SpriteResolver Inspector for missing Sprite + +## [2.2.0-preview.1] - 2019-05-09 +### Added +- Upgrade for 2019.2 +- Copy and Paste rework +- Visibility Window remains open when switching between tools +- Reparent Bone tool removed and functionality moved into Bone Visibility Panel +- Added Sprite Library feature +- Add Layer Grouping support in Sprite Visibility Panel + +## [2.1.0-preview.4] - 2019-04-29 +### Added +- Fix skinning not in sync with the rendering. + +## [2.1.0-preview.3] - 2019-04-24 +### Added +- Set Burst compilation off for internal build + +## [2.1.0-preview.2] - 2019-02-25 +### Added +- Fix enable skinning on add SpriteSkin component +- Upgrade dependency package version for Unity 2019.1 support +- Fix case 1118093: SpriteSkin.onDrawGizmos() increases memory usage. + +## [2.1.0-preview.1] - 2019-01-25 +### Added +- Update package to work with 2019.1 +- Improve animation runtime performance +- Fix bone reparenting sibling order +- Fix Sprite Visibility Tool in disabled state in certain cases +- Update documents + +## [2.0.0-preview.1] - 2018-11-20 +### Added +- Overhauled 2D Animation workflow. + - Refer to updated documentation for workflow changes. +- Single Sprite Editor Window module for 2D Sprite Rigging workflow + - Unified Bone, Geometry and Weight tools in a single window +- Supports Multiple Sprite Single Character rigging workflow through 2D PSD Importer Package. +- SpriteSkin now uses user define bounds for renderer culling + +## [1.0.16-preview.2] - 2018-11-14 +### Added +- Fix 2 Issues: + 1. Prefabs with SpriteSkin loses references to bone hierarchy when Library folder is rebuilt/different. + 2. The scene viewport shows the character without any bones applied, needing an re-import. + +## [1.0.16-preview.1] - 2018-07-18 +### Added +- Fix error log about VertexAttribute + +## [1.0.16-preview] - 2018-06-20 +### Added +- Fix Documentation warnings +- Fix error log complaining about DidReloadScripts signature. +- Fix issues with generate outline + +## [1.0.15-preview] - 2018-04-12 +### Added +- New Version suffix (preview) +- Improved Scene View gizmos for better manipulation of bone rotation and position +- Added notification when Sprites are imported with incorrect weights +- Fixed bug where textures with max texture size could not generate geometry + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/CHANGELOG.md.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/CHANGELOG.md.meta new file mode 100644 index 00000000..53604038 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 29c81981f22b24a2c8585a80ec3ee610 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/2DIK.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/2DIK.md new file mode 100644 index 00000000..83a0e371 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/2DIK.md @@ -0,0 +1,190 @@ +# 2D Inverse Kinematics (IK) + +## Overview + +The 2D [Inverse Kinematics](https://docs.unity3d.com/Manual/InverseKinematics.html) (IK) package allows you to apply __2D IK__ to the bones and Transforms of your characters’ animation skeletons. __2D IK__ automatically calculates for the positions and rotations of the a chain of bones moving towards a target position. This makes it easier to pose and animate character limbs for animation, or to manipulate a skeleton in real-time, as manually keyframing the chain of bones is not required. + +## Workflow + +The following workflow continues from the __2D Animation__ package animation workflow, and demonstrates how to apply __2D IK__ to your character skeletons. + +1. Refer to the hierarchy of bones created with the __2D Animation__ package's [Bone tools](SkinEdToolsShortcuts.html#bone-tools) of the [Skinning Editor](SkinningEditor). + + +2. Add the [IK Manager 2D](#IKManager) component to the GameObject at the top of the hierarchy. This is usually the main root bone of the entire character skeleton. + + +3. Add to the [IK Solvers](#IKSolvers) list by selecting which type of __IK Solver__ to use. The IK Solvers are also added as additional GameObjects in the hierarchy. + + +4. With an __IK Solver__ selected, create and set the __Effector__ and [Target](#target) for the IK Solver. + + +5. Position bones by moving the __Target's__ position to move the chain of bones with IK applied. + +## IK Solvers + +The __IK Solver__ calculates the position and rotation the Effector and its connected bones should take to achieve their Target position. Each type of __IK Solver__ has its own algorithm that makes them better suited to different kinds of conditions. + +The following are properties are available to all Solvers: + +| __Property__ | __Description__ | +| ------------------------------------------------------------ | ------------------------------------------------------------ | +| __Effector__ | Define the bone or Transform the IK Solver solves for. | +| __Target__ | The Transform which is used to indicate the desired position for the Effector. | +| __Constrain Rotation__ | This constrains the rotation of the Effector to the rotation of the Target. | +| __Restore Default Pose__ | Enable to restore the bones to their original positions before 2D IK is applied. Disable to apply 2D IK in relation to the Effector’s current position and rotation. | +| __Weight__ | Use the slider to adjust the degree the IK Solver’s solution affects the original Transform positions. At the lowest value of 0, the IK solution is ignored. At the maximum value of 1 the IK solution is fully applied. This value is further influenced by the IK Manager's master Weight setting. | +| __The following properties are only available to Chain (CCD) and Chain (FABRIK)__ | - | +| __Chain Length__ | The number of bones/Transforms (starting from the Effector) in the chain that the IK solution is applied to. | +| __Iterations__ | The number of times the algorithm runs. | +| __Tolerance__ | The threshold where the Target is considered to have reached its destination position, and when the IK Solver stops iterating. | + +### Limb + +This is a standard two bone Solver that is ideal for posing joints such as arms and legs. This Solver’s chain length is fixed to three bones - starting from the Effector bone/Transform and including up to two additional bones in its chain. + +### Chain (CCD) - Cyclic Coordinate Descent + +This IK Solver uses the *Cyclic Coordinate Descent* algorithm,which gradually becomes more accurate the more times thealgorithm is run. The Solver stops running once the set [tolerance](#tolerance) or [number of iterations](#runs) is reached. + +The following property is only available to the __Chain (CCD) IK Solver__: + +| __Property__ | __Description__ | +| ------------ | ------------------------------------------------------------ | +| __Velocity__ | The speed the IK algorithm is applied to the Effector until it reaches its destination. | + +### Chain (FABRIK) - Forward And Backward Reaching Inverse Kinematics + +This __IK Solver__ uses the *Forward And Backward Reaching Inverse Kinematics* (FABRIK) algorithm. It is similar to __Chain (CCD)__ as its solution becomes more accurate the more times its algorithm is run. The Solver stops running once the set [tolerance](#tolerance) or [number of iterations](#runs) is reached. + +The __Chain (FABRIK)__ Solver generally takes less iterations to reach the __Target's__ destination compared to __Chain (CCD)__, but is slower per iteration if rotation limits are applied to the chain. This Solver is able to adapt quickly to if the bones are manipulated in real-time to different positions. + +## IK Manager 2D + +The __IK Manager 2D__ component controls the __IK Solvers__ in the hierarchy. Add the Manager component to the highest bone in the hierarchy, commonly referred to as the *Root* bone. + +1. In this example, add the component to *PlunkahG* as it is the *Root* bone in the hierarchy: + ![](images/2D_IK_Image1.png) + + +2. To add an IK Solver, click the + symbol at the bottom right of the *IK Solvers* list (see below). + ![](images/2D_IK_Image2.png) + + +3. A drop-down menu then appears with three options - __Chain (CCD)__, __Chain (FABRIK)__, and __Limb__. Each type of [IK Solver](#IKSolvers) uses a different algorithm to solve for the position of Effectors. + ![](images/2D_IK_Image3.png) + +__IK Solvers__ are iterated in descending order, with Solvers lower in the list referring to the positions set by the Solvers higher in the list. The order of Solvers usually reflects the order of bones/Transforms in the skeleton hierarchy. + +For example, if the arm bone is the child of the torso bone, then the torso's IK Solver should be set above the arm’s Solver in the list. Rearrange the Solvers by dragging the leftmost edge of a row up or down. + +### Weight + +Weight measures the degree that a Solver’s solution affects the positions of the bones/Transforms in the chain. The __IK Manager 2D__ has a master Weight property that affects all Solvers it controls. It is applied in addition to the Solver’s individual Weight settings. + +### Restore Default Pose + +Click this to reset all bones and Transforms back to their original positions. + +## Creating an Effector and its Target + +After creating an __IK Solver__, the next step is to set the __Effector__ and its __Target__. A __Target__ is a Transform that represents the target position the Effector attempts to reach. As the Effector moves towards the Target position, the IK Solver calculates for the position and rotation of the Effector and the chain of bones it is connected to. + +Follow the steps below to set a __Target__: + +1. Select the last bone in the chain. + ![](images/2D_IK_Image4.png) + + +2. Create an empty __Transform__ (right-click > Create Empty). It is automatically created as a child of the highlighted bone. + + +3. Move the position of the Transform to the tip of the last bone in the chain. + ![](images/2D_IK_Image5.png) + + +4. Select the __IK Solver.__ With its Inspector window open, drag the Transform from the hierarchy onto the __Effector__ field + ![](images/2D_IK_Image6.png) + + +5. Click the __Create Target__ button. A Target is created at the Transform's position. + ![](images/2D_IK_Image7.png) + +If the __Create Target__ button appears inactive, ensure that the [Chain Length](#ChainL) value is set to one or greater. + +6. The Target is created as a child of the IK Solver. It appears as a circle gizmo in the Scene view. Move the __Target__ to manipulate the connected chain of bones. + + + + ![](images/2D_IK_Image8.png) + +## Scene view Gizmo + +Toggle or customize the display settings of the IK Gizmos to adjust their visibility when animating your characters. This is useful when you need to improve their readability or to reduce on-screen noise when editing animating your characters. + +### Global IK Gizmos Toggle + +You can toggle the IK Gizmos by going to the Gizmos drop-down menu at the upper right of the Scene view window, then select or clear __IKManager2D__ (menu: __Gizmos > Recently Changed > IKManager2D__) to enable or disable the Gizmos respectively. + +![](images/2D_IK_Sceneview_Toggle.png) + +### Solver Gizmos + +Customize __Solver Gizmos__ via the __IK Manager 2D__ component that manages the Solvers. From the __IK Manager 2D__ Component Inspector, you can individually hide the Solver's Gizmo to isolate only the Solvers that you are interested in. To futher distinguish the Gizmos, you can also customize the colors of the Gizmos from the __IK Manager 2D__ Component Inspector + +![](images/2D_IK_SolverGizmo_Toggle.png) + +## Scripting API Reference + +### Adding New Solvers + +You can add your own solver by extending from the class __Solver2D__. Your extended class will then show up as a new solver under the solver menu in the __IKManager2D__ component. + +#### Solver2D + +This is the base class for all IK Solvers in this package. __IKManager2D__ will detect all classes extending this and accept it as a Solver it can control. Implement or override the following methods to create your own IK Solver: + +- protected abstract int GetChainCount() + +This function returns the number of IK chains the solver owns. Use this to return the number of IK chains your solver owns. + +- public abstract IKChain2D GetChain(int index) + +This function returns the IKChain2D at the given index. Use this to return the IKChain2D your solver owns at the given index. + +- protected virtual bool DoValidate() + +This function does validation for all parameters passed into the solver. Use this to check if your solver is set up correctly with all inputs. + +- protected virtual void DoInitialize() + +This function initializes the solver and builds the IK chains owned by the solver. This is called whenever the solver is invalid after changing the target of the solver or other parameters of the solver. Use this to do initialize all the data from the parameters given to the solver, such as the IK chains owned by the solver. + +- protected virtual void DoPrepare() + +This function prepares and converts the information of the Transforms (position, rotation, IK parameters etc) to structures which can be used by the IK algorithms. Use this to do any work to gather data used by your solver when updating the IK positions. + +- protected abstract void DoUpdateIK(List effectorPositions) + +This function calculates and sets the desired IK positions for the Transforms controlled by the solver given a list of effector positions for each chain owned by the solver. The effector positions may be overridden by user positions if manipulated from the SceneView. + +- protected virtual Transform GetPlaneRootTransform() + +This function returns the transform whose localspace XY plane is used to perform IK calculations. Use this to define the Transform used. + +#### IKChain2D + +This is the class which stores the transforms involved in an IK chain. When a chain is set up with a target and a transform count, initializing the Solver will populate the chain with the right transforms if valid. + +- __Target__ - The transform which is used as the desired position for the target. +- __Effector__ - The transform to perform IK on to reach a desired position. +- __TransformCount__ - The number of transforms involved in the IK solution starting from the target. This is generally equivalent to ChainLength in solvers. +- __Transforms__ - All transforms involved in the chain. In general, the last transform in this is the target transform and the first transform is considered the root transform for the chain. +- __Lengths__ - The lengths between each transform in the chain. + +#### Solver2DMenu + +This attribute allows you to tag your Solver2D with a different name under the IKManager2D. Use this if you do not want to use the name of the class of the Solver2D. + +Example when giving the LimbSolver2D the name 'Limb' in the menu: `[Solver2DMenuAttribute("Limb")]` diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/CharacterParts.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/CharacterParts.md new file mode 100644 index 00000000..195e780b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/CharacterParts.md @@ -0,0 +1,25 @@ +# Changing Parts of a Character + +You can use __Sprite Swap__ to quickly change only one Sprite on the character Prefab without affecting the other Sprites. This means you can alter part of a character’s appearance (for example, change a scarf to a different color) while the rest of the character remains the same. + +In the following example, we have two Sprites that are variations of the character’s scarf - one green and one blue. This workflow demonstrates how to switch from one to the other in the same Prefab. + +![](images/bothscarves.PNG)
__Left:__ The original green scarf. __Right:__ An alternate blue scarf. + +1. Place the Sprites for both scarves into the same Sprite Library Asset, and add them both to the same Category named ‘Scarf’. You can do this directly in the Skinning Editor via the Sprite tab in the [Sprite Visibility panel](SpriteVis.md). + +2. Give each of the Sprites a unique __Label__. + + ![](images/image_11.png) + + + +3. In the __Scene__, select the character Prefab and then select the ‘Scarf’ GameObject the Hierarchy window. + +4. Go to the [Sprite Resolver component](SLAsset.html#sprite-resolver-component) of the ‘Scarf’ GameObject. The __Sprite Resolver__‘s visual selector displays the two Sprites available in the ‘Scarf’ __Category__. + + ![](images/image_13.png) + +5. Select the ‘blue scarf’ to switch the Sprite rendered by the ‘Scarf’ GameObject to it instead. + + ![](images/image_14.png)
Sprite Resolver’s Label set to ‘blue scarf’. diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/CharacterRig.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/CharacterRig.md new file mode 100644 index 00000000..449b540b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/CharacterRig.md @@ -0,0 +1,41 @@ +# Character skinning and weighting workflow + +The following steps are the general workflow you can use to prepare your character for animation with the Skinning Editor. The steps detail how to create the bones, generate the meshes, and adjust the weights for your character. + +1. Use the [Create Bone](SkinEdToolsShortcuts.html#bone-tools) tool to build the bones of the character skeleton: + + - With the tool selected, click to define the start-point of the bone. Then move the cursor to where the bone should end, and click again to set the bone’s end-point. + + - After creating a bone, the tool allows you to set the end-point of the second bone and so on, in order to create a chain of bones. + + - To continue a chain of bones from any bone, select the __Create Bone__ tool and click an existing bone, then click its end-point. A new bone is started from the end-point, creating a chain. + + - Alternatively, you can set the start-point of the new bone away from its parent bone. The child bone still belongs to the same chain and this is reflected in the [bone hierarchy](SpriteVis.html#bone-tab-and-hierarchy-tree). + + ![](images/BoneChain.png)
A faded link shows the red and blue bones are connected in a chain. + +1. After creating the bones of the character, generate the geometry Mesh for the __Sprites__. It is recommended to use the [Auto Geometry](SkinEdToolsShortcuts.html#geometry-tools) tool to auto-generate the geometry Mesh. + + - With the __Auto Geometry__ tool selected, select a Sprite and then select the __Generate For Selected button__ to generate a Mesh for that Sprite only. To __Generate For All Visible Sprites__, click the generate button without selecting any Sprite. + +1. Refine the generated Meshes further by using the [Edit Geometry](SkinEdToolsShortcuts.html#geometry-tools) Geometry tool, or create your own Mesh outline with the [Create Vertex](SkinEdToolsShortcuts.html#geometry-tools) and [Create Edge](SkinEdToolsShortcuts.html#geometry-tools) Geometry tools. + +1. [Paint weights](SkinEdToolsShortcuts.html#weight-tools) onto the Sprite geometry to adjust how much influence a bone has on the vertices of the Mesh. This affects how the mesh deforms when the character is animated. It is recommended to use the [Auto Weights](SkinEdToolsShortcuts.html#weight-tools) tool to auto-generate the weights. The __Auto Weights__ tool only generates weights for Sprites that have both a geometry Mesh, and bones intersecting their Mesh: + + - The __Generate For All Visible__ button is available when you do not select any specific Sprite. Select it to generate weights for all valid Sprite Meshes in the editor. + - The __Generate For Selected__ button is available when you have a Sprite selected in the editor. Select it to generate weights for only the selected Sprite. + +1. Use the [Weight Slider](SkinEdToolsShortcuts.html#weight-slider) and [Weight Brush](SkinEdToolsShortcuts.html#weight-brush) tools to further adjust the weights of the Mesh vertices. + +1. To edit which bones influence a Sprite, select it and then go to the [Bone Influence](SkinEdToolsShortcuts.html#bone-influence) tool. A list of bones currently influencing the Sprite’s Mesh are listed in this panel at the bottom-right of the editor. + + - To remove a bone, select it from the list and select __Remove (-)__ at the bottom right of the list. + + ![](images/BoneInf_panel.png)
Select __Remove (-)__ at the bottom right of the panel. + + - To add a bone as an influencer to the currently selected Sprite Mesh, select the bone in the editor window and select __Add (+)__ to add it to the list. + +1. Test your rigged character by posing it with the [Preview Pose](SkinEdToolsShortcuts.html#preview-pose) tool. Move and rotate the different bones to check that the geometry Mesh deforms properly. Previewing poses can also be done while the following tools are selected: the __Weight Brush__, __Weight Slider__, __Bone Influence__, __Auto Weights__, and __Visibility__ tools. + + - To restore a rigged character to its original pose, select __Reset Pose__ from the [Editor toolbar](SkinEdToolsShortcuts.html#editor-toolbar). + - Edit the default pose by moving the character bones and joints with the [Edit Bone](SkinEdToolsShortcuts.html#editor-toolbar) tool. diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/CopyPasteSkele.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/CopyPasteSkele.md new file mode 100644 index 00000000..c65fcbb4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/CopyPasteSkele.md @@ -0,0 +1,35 @@ +# Reusing Animations + +To begin animating, drag the imported character Prefab into the Scene view. Unity generates a GameObject for each Sprite in the Prefab and [different Assets and components](SLAsset.md). With the new GameObject in the Scene, you can begin animating it with the [Unity animation workflow and tools](https://docs.unity3d.com/Manual/AnimationSection.html). + +After you have [setup the animation skeleton and bone weights](CharacterRig.md) for your character, you can reuse the same rigged skeleton with other character Prefabs by using the [Copy](SkinEdToolsShortcuts.html#editor-toolbar) and [Paste](SkinEdToolsShortcuts.html#editor-toolbar) options on the [editor toolbar](SkinEdToolsShortcuts.html#editor-toolbar). This is useful if you need to quickly create characters that share the same build and animations. + +This can only be done if the source and destination Prefabs have the same number of Sprites. The following functions then occur when you __Paste__ the __Copy__ data: + +1. Copied bone data is pasted to the destination. +2. Mesh, weights, and bone association of source Sprite(s) are pasted to destination Sprite(s) with the same names. + +## Copy + +To copy a Sprite's data, select a Sprite and then select the __Copy__ button to copy the Mesh and bone data associated with that Sprite. If no Sprite is selected, the data of all the Sprites' currently in the [Skinning Editor](SkinningEditor.md) window is copied. + +## Paste + +To paste Sprite data to another Sprite, select the Sprite that should receive the paste data and then select __Paste__. This will bring up the Paste panel at the bottom right of the editor window: + +![](images/PasteDialog.png)
Paste dialog box. + +| __Option__ | Function | +| ---------- | --------------------------------------------- | +| __Bones__ | Paste bone data. | +| __Mesh__ | Paste Mesh data. | +| __Flip X__ | Paste the data but mirrored along the X-axis. | +| __Flip Y__ | Paste the data but mirrored along the Y-axis. | + + +The __Copy__ and __Paste__ tools behave in the following ways depending on these factors: + +| | Copy from a selected Sprite | Copy with no Sprite selected | +| --------------------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | +| __Paste with a Sprite selected__ | Data from the source Sprite will be copied to the selected destination Sprite. | Data is pasted to all Sprites at the destination with the same name(s) as the respective source Sprites. | +| __Paste with no Sprite selected__ | No data is pasted. | Data is pasted to all Sprites at the destination with the same name(s) as the respective source Sprites. | \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/Examples.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/Examples.md new file mode 100644 index 00000000..bc11d84d --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/Examples.md @@ -0,0 +1,7 @@ +# Usage examples + +The Sprite Swap feature opens up several unique ways you can implement for your project. The following are examples of three common ways you can use Sprite Swap: + +* [To create a frame-by-frame animation](FFanimation.md) +* [Changing selected parts of a character](CharacterParts.md) instead of the entire character +* [Swapping the entire Sprite Library Asset](SLASwap.md) \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/FFanimation.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/FFanimation.md new file mode 100644 index 00000000..9b7ad692 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/FFanimation.md @@ -0,0 +1,23 @@ +# Frame-by-frame animation + +By using [Sprite Swap](SpriteSwapIntro.md), you can create frame-by-frame style animations by swapping to different Sprites on each frame at runtime. This is useful for simple animations, such as to show a character blinking. It is recommended that you first [change the keyframe tangent](#change-the-keyframe-tangent) before continuing with the workflow below: + +1. In your character Prefab’s __Sprite Library Asset__ (which can be automatically or [manually created](SSManual.md)), add a new __Category__. Add the Sprite for each frame of your animation to this Category, and give them each a unique __Label__ name. + +2. Select your character Prefab and drag it into the Scene view. + +3. Open the [Animation](https://docs.unity3d.com/Manual/AnimationOverview.html) window, and select your character Prefab. Then select the __Add Property__ button, and select the [Sprite Resolver component](SRComponent.md)’s __Label__ property. + + ![](images/2DAnim_SpriteSwap_property.png) + + + +4. Change the __Label__ property at each keyframe in the Animation window in the order they should appear for your animation. This simulates a frame-by-frame animation style. + +## Change the Keyframe Tangent + +When animating with the Category and Label value of the Sprite Resolver in the Animation window, it is important to change the keyframe’s tangent in the Animation window to __Constant__. + +![](images/SpriteResolverCheck.png) + +This is because the Sprite Resolver component uses the defined string hash value to locate the desired Sprite. If the values between keyframe’s are interpolated, the Sprite Resolver will not be able to resolve and render the correct Sprite. \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/PreparingArtwork.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/PreparingArtwork.md new file mode 100644 index 00000000..5b2f3711 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/PreparingArtwork.md @@ -0,0 +1,28 @@ +# Preparing and importing artwork + +To animate a character with the __2D Animation__ package, it is recommended to separate the individual parts of your character onto different [Layers](https://helpx.adobe.com/photoshop/using/layer-basics.html) in Photoshop (see Example 1). The [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) imports the graphic data from each Photoshop Layer as Sprites, and automatically arranges the Sprites into both a Sprite Sheet, and a Prefab with the Sprites in the Layers’ original positions (see Example 2). + +![](images/2DAnimationV2_PSDLayers.png)
Example 1: Layered character artwork in Adobe Photoshop. + +![](images/2DAnimationV2_Mosaic_Prefab.png)
Example 2: The different parts/Layers of the character arranged into a Sprite Sheet. + +## Photoshop file and PSD Importer settings + +It is recommended to prepare your character artwork by separating the character’s various limbs or accessories into separate [layers](https://helpx.adobe.com/photoshop/using/layer-basics.html), and arranged into its default pose. + +1. Save your artwork as a .psb file in Adobe Photoshop by selecting the __Large Document Format__ under the __Save As__ menu. You can convert an existing .psd file to .psb in the same way. +2. [Import](https://docs.unity3d.com/Manual/ImportingAssets.html) the .psb file into Unity with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/), which generates a Prefab containing Sprites based on the layers of the source file. +3. Select the generated character Prefab and go to its Inspector window. In the Inspector window, ensure the following settings are set: + * Set Texture Type to __Sprite(2D and UI)__. + + * Set Sprite Mode to __Multiple__. + + * Check the __Mosaic__ checkbox. + + * Check the __Character Rig__ checkbox. + + * Check the __Use Layer Grouping__ checkbox if you want to preserve any Layer Groups in the source .psb file. + + ![](images/ImporterWindow.png)
Importer window settings + +Click __Apply__ to apply the settings. Refer to the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) documentation for more details about specific importer settings. \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLASwap.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLASwap.md new file mode 100644 index 00000000..70fb5d7b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLASwap.md @@ -0,0 +1,29 @@ +# Swapping Sprite Library Assets + +If swapping each Sprite individually takes too much effort, you can instead swap the entire __Sprite Library Asset__ to another one containing alternate Sprites. + +The following example shows how to switch from a Sprite Library Asset of color Sprites to another one containing identical Sprites but in grayscale: + +![](images/bothsprites.PNG)
__Left:__ Prefab with the colored Sprite Library Asset. __Right:__ Prefab with the grayscale Sprite Library Asset. + +1. Create variants of your character artwork. In this example, a grayscale variant of the original artwork was created in Photoshop (or any other compatible image editor). + +2. [Import](PreparingArtwork.md) both .psb files into the Unity Editor. Both become separate Prefabs in the Asset window. + +3. Select the color Prefab and open it in the [Skinning Editor](SkinningEditor.md). Assign each Sprite of the character to a unique [Category](SpriteVis.html#how-to-create-a-category). It is suggested to name each __Category__ and __Label__ after the respective body part of the character. Apply the changes once you are ready, and exit the __Sprite Editor__. + + ![](images/image_15.png)
The Category and Label names for the color Prefab. + +4. Select the grayscale Prefab, and give its corresponding Sprites the same __Category__ and __Label__ names as the color Prefab. + + ![](images/image_16.png)
Give the same Category and Label names to the grayscale Prefab. + +5. Drag the color Prefab into the Scene view, and go to the root GameObject. The [Sprite Library component](SLAsset.html#sprite-library-component) is attached to the root GameObject and refers to the default __Sprite Library Asset__ that [Unity automatically generated](SpriteSwapIntro.html#how-unity-generates-sprite-swap-assets-and-components). + + ![](images/image_17.png)
The color Sprite Library Asset. + +6. With the Inspector window the color Prefab remaining open, go to the Asset window and expand the grayscale Prefab. Find the grayscale Prefab __Sprite Library Asset__ and drag it to the color Prefab‘s __Sprite Library Asset__ box, which replaces the color Prefab’s original Sprite Library Asset. + +7. The Sprites of the color Prefab should have switched to their grayscale counterparts of the grayscale Sprite Library Asset. + + ![](images/image_18.png)
The grayscale version of the color Sprite Library Asset. \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLAsset.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLAsset.md new file mode 100644 index 00000000..c47816e4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SLAsset.md @@ -0,0 +1,44 @@ +## Sprite Library Asset + +The __Sprite Library Asset__ contains the __Categories__ and __Labels__ that a character Prefab refers to to determine what Sprites are rendered. This allows you to group similar or interchangeable Sprites together that can be used for [Sprite Swapping](SpriteSwapIntro.md). + +Unity automatically generates a Sprite Library Asset as a sub-Asset of the Prefab when you create any [Categories or Labels](SpriteVis.html#sprite-tab) while editing the character Prefab. To [manually](SSManual.md) create a __Sprite Library Asset__, go to __Assets__ > __Create__ > __Sprite Library Asset__. + +![](images/image_0.png)
Inspector view of Sprite Library Asset + +Select __Add (+)__ at the bottom-right of the __Sprite Library Asset__ to add a new __Category__. Select __Remove (-)__ to remove a Category instead. + +| Property | Function | +| ---------------------------------- | ------------------------------------------------------------ | +| __Category Name__ | Enter a Category name. Category names must be unique. | +| __Category List__ | Use these settings to define the number of Sprites you want to include, and the label for each Sprite. | +|     __Size__ | Enter the number of Labels you want to assign to this Category. | +|     __Label__ | Enter a name for the registered Sprite. This Label must be unique from other Labels in the same Category. | +|     __Sprite__ | Select or drag a Sprite onto this box to register it as the Sprite reference for this Label. | + +## Sprite Library component + +The __Sprite Library component__ is attached to the root GameObject of the character Prefab. Assign your preferred [Sprite Library Asset](SLAsset.md) to the __Sprite Library Asset__ box that the [Sprite Renderers](https://docs.unity3d.com/Manual/class-SpriteRenderer.) of the GameObjects within the Prefab will refer to and render respectively. + +![](images/image_1.png)
Inspector view of Sprite Component + +| Property | Function | +| ------------------------ | ------------------------------------------------------------ | +| __Sprite Library Asset__ | Set this to the Sprite Library Asset you want to use for this charcter Prefab. | + +## Sprite Resolver component + +The __Sprite Resolver component__ is attached to each GameObject in the Prefab. The component pulls information from the [Sprite Library Asset](SLAsset.md) (assigned to the [Sprite Library component](SLComponent.md) at the root of the Prefab). The component contains two properties - [Category and Label](SpriteVis.html#sprite-tab) - and a visual Variant Selector that displays thumbnails of the Sprites contained in the Sprite Library Asset. + +![](images/image_2.png)
Inspector view of Sprite Resolver Component, with the variant visual selector. + +| Property | Function | +| ------------ | ------------------------------------------------------------ | +| __Category__ | Select which Category you want to use a Sprite from for this GameObject. | +| __Label__ | Select the Label of the Sprite you want to use for this GameObject. | + +Select the Sprite you want the __Sprite Renderer__ to render by selecting from the __Category__ and __Label__ dropdown menus, or select the Sprite directly in the visual Variant Selector. + +## Sprite Skin component + +When the character Prefab is brought into the Scene view, the PSD Importer automatically adds the __Sprite Skin__ component to any Sprite that have any [bone influences](SkinEdToolsShortcuts.md#bone-influences). \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SSManual.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SSManual.md new file mode 100644 index 00000000..7ea81f79 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SSManual.md @@ -0,0 +1,47 @@ +# Sprite Swap manual setup + +When a [Category or Label](SpriteVis.html#how-to-create-a-category) is created from the [Sprite Visibility panel](SpriteVis.md) in the __Skinning Editor__, Unity automatically [generates](SpriteSwapIntro.html#how-unity-generates-sprite-swap-assets-and-components) a __Sprite Library Asset__ as a sub-Asset of the [character Prefab](PreparingArtwork.md) that contains the Categories and Labels created for that Prefab. + +You can create a __Sprite Library Asset__ manually and choose which GameObject refers to it, by following the steps below: + +1. Select the __Sprite Library Asset__ from the Asset creation menu by going to: __Asset > Create > Sprite Library Asset__. + + ![](images/image_7.png) + + + +2. Select the new Sprite Library Asset and go to its Inspector window. The list of Categories and Labels available in the Asset is displayed. + + ![](images/image_8.png) + + + +3. Select __Add (+)__ at the bottom-right of the List to add a new __Category__. Enter a name into the ‘New Category’ box. Each Category in the same [Sprite Library Asset](SLAsset.md) must have a name unique from others. + + ![](images/image_9.png) + + + +4. Next, create an empty GameObject (menu: __Right-click on the Hierarchy window > Create Empty__). Select it and then add the [Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html) component to it. + + ![](images/AddSpriteRenderer.png) + + + +5. Add the [Sprite Library component](SLAsset.html#sprite-library-component) to the same GameObject. Assign the Sprite Library Asset created in step 3 to the __Sprite Library Asset__ box. + + ![](images/SpriteLibraryComponent.png) + + + +6. Add the [Sprite Resolver component](SLAsset.html#sprite-resolver-component) to the same GameObject. + + ![](images/image_10.png) + + Open the **Category** drop-down menu, and select a Category you created in step 3. The component will then display a **Label** drop-down menu and a Visual Variant Selector that displays thumbnails of the different Sprites available in the Category. + + ![](images/SpriteResolver_VisualSelector.png) + + + +7. When you select a Sprite in the __Sprite Resolver__ component, Unity automatically replaces the current Sprite in the[ Sprite Renderer](https://docs.unity3d.com/Manual/class-SpriteRenderer.html) component with the one you have selected. diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinEdToolsShortcuts.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinEdToolsShortcuts.md new file mode 100644 index 00000000..3cd1dabc --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinEdToolsShortcuts.md @@ -0,0 +1,159 @@ +# Editor tools and shortcuts + +![](images/LabelledEditorTools.png)
Labelled 2D Animation Skinning editor tools + +The Skinning Editor tools are split-up into the following groups: + +A. [Editor toolbar](#editor-toolbar) + +B. [Bone tools](#bone-tools) + +C. [Geometry tools](#geometry-tools) + +D. [Weight tools](#weight-tools) + +## Editor toolbar + +This is toolbar that contains the options that affect what is overall visible in the __Skinning Editor__ window, as well as the __Copy__ and __Paste__ functions. + +| __Tool__ | __Default Shortcut__ | __Function__ | +| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ | +| ![Reset Pose](images/icon_RestoreBind.png)
__Reset Pose__ | Shift + 1 | Restore a character’s bones and joints to their original positions. | +| ![Toggle View Mode](images\icon_ToggleView.png)
__Toggle View Mode__ | Shift + 2 | Switch between the __Character__ and __Sprite Sheet__ view modes. | +| ![Copy](images\icon_Copy.png)
__Copy__ | Ctrl + C | Copies the bone and mesh data from the current selection. | +| ![Paste](images\icon_Paste.png)
__Paste__ | Ctrl + V | Pastes the copied bone and mesh data to the current selection. | +| ![Paste](images\icon_Paste.png)
__Paste__ | Shift + B | Use this shortcut to show additional pasting options. | +| ![Visibility eyecon](images\icon_Visibility.png)
__Visibility__ | Shift + P | Toggles the [Sprite visibility panel](SpriteVis.md), which controls the visibility of the Sprite Meshes and bones in the editor window. | +| __Toggle Tool Text__ | Shift + ` | Show or hide text on tool buttons. | + +## Bone tools + +Use the __Bone Tools__ to create and edit the bones of your character and their hierarchy. + +| __Tool__ | __Default Shortcut__ | __Function__ | +| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ | +| ![Preview Pose](images/icon_PreviewPose.png)
__Preview Pose__ | Shift + Q | Preview character poses after rigging. | +| ![Edit Bone](images/icon_EditJoints.png)
__Edit Bone__ | Shift + W | Reposition the bones into a new position. These changes are automatically saved as the default bind pose for the Restore Bind Pose tool.Sprite geometry does not deform with the bones in this mode, even if the bones are attached as influencers. | +| ![Create Bone](images/icon_CreateBone.png)
__Create Bone__ | Shift + E | Click and drag to create bones. | +| ![Split Bone](images/icon_SplitBone.png)
__Split Bone__ | Shift + R | Splits the selected bone. | + +### Bone panel + +The __Bone panel__ appears at the bottom right of the editor window when you have a bone selected. + +![](images/bone_panel.png) + +| Property | Function | +| --------- | ------------------------------------------------------------ | +| __Name__ | Displays the name of the selected bone. Enter a new name here to rename the selected bone. | +| __Depth__ | Displays the Depth value of the selected bone that determines its render order, or enter a new value (which can be negative) to change the render order. See the [bone tab and hierarchy tree](SpriteVis.html#bone-tab-and-hierarchy-tree) page for more information about how the Depth value affect the way the Sprite Mesh is rendered and deformed. | + + + +## Geometry tools + +Use the __Geometry tools__ to generate and edit the meshes of the different Sprites that make up your character. + +| __Tool__ | __Default Shortcut__ | __Function__ | +| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ | +| ![Auto Geometry](images/icon_GenGeo.png)
__Auto Geometry__ | Shift + A | Select to auto-generate Meshes for Sprites. When this tool is selected, the [Geometry panel](#geometry-panel) becomes available at the bottom-right of the __Skinning Editor__. | +| ![Edit Geometry](images\icon_EditGeo.png)
__Edit Geometry__ | Shift + S | Edit generated Meshes by repositioning vertices. | +| ![Create Vertex](images/icon_CreateVertex.png)
__Create Vertex__ | Shift + D | Create new vertices to create geometry. | +| ![Create Edge](images/icon_CreateEdge.png)
__Create Edge__ | Shift + G | Create new edges to create geometry. | +| ![Split Edge](images/icon_SplitEdge.png)
__Split Edge__ | Shift + H | Split an existing edge into two. | + +### Geometry panel + +The __Geometry panel__ is only visible when __Auto Geometry__ is enabled. It contains the available settings that affect how the geometry of selected Sprites are generated. + +![](images/GeoPanel.png)
Visible only when Auto Geometry is enabled. + +| __Property__ | __Function__ | +| -------------------------------------------------- | ------------------------------------------------------------ | +| __Outline Detail__ | Use the slider to adjust the accuracy of the generated geometry’s outline to the outline of the Sprite. Smaller values create simpler outlines, while larger values create denser outlines that fit to the Sprite’s outline more accurately. | +| __Alpha Tolerance__ | Use the slider to set the alpha value threshold to consider when generating geometry. Pixels with an alpha value lower than the set tolerance value are considered transparent during outline detection when the geometry is generated. | +| __Subdivide__ | Use the slider to adjust the tessellation of the Sprite Mesh by adding or decreasing the number of vertices inside the generated Mesh. | +| __Weights__ | Enable to automatically assign weights between the generated geometry Mesh and nearby bones. | +| __Generate For Selected/Generate For All Visible__ | Select this button to generate a geometry Mesh for selected Sprites based on the property settings above. To generate geometry for all Sprites in the Skinning Editor, do not have any Sprite selected when you select this button. | + + + +## Weight tools + +Vertices in the generated geometry meshes are influenced by different bones which affect how the meshes deform during animation. The percentage of influences from different bones for each vertex is contained in the weight information assigned to that vertex, which you can control with the following weight tools. + +To add weights to your Sprites, you can first ensure that there are [bones](#bone-tools) overlaying the Sprites and [geometry](#geometry-tools) has been generated. + +| __Tool__ | __Default Shortcut__ | __Function__ | +| ------------------------------------------------------------ | -------------------- | ------------------------------------------------------------ | +| ![Auto Weights](images/icon_GenWeights.png)
__Auto Weights__ | Shift + Z | Auto-generate weights between the geometry and bones. When this tool is selected, the [Weights panel](#weights-panel) becomes available at the bottom-right of the __Skinning Editor__ that displays the available settings and the option to generate weights for | +| ![Weight Slider](images/icon_WeightSlider.png)
__Weight Slider__ | Shift + X | Use the slider to adjust weights. | +| ![Weight Brush](images/icon_WeightPaint.png)
__Weight Brush__ | Shift + N | Adjust weights by painting with a brush. | +| ![Bone Influence](images/icon_BoneInfluence.png)
__Bone Influence__ | Shift + V | Select which bones influence a Sprite. | + +### Weights panel + +![](images/Weights_panel.png) + +The weights panel appears at the lower-right of the Sprite Editor window when __Auto Weights__ is selected. + +| __Property__ | __Function__ | +| ------------------------- | ------------------------------------------------------------ | +| __Associate Bones__ | Select this box to automatically associate bones to the Sprite geometry they overlay. | +| __Generate/Generate All__ | Select this button to generate weights for the currently selected Sprite, or for all Sprites if no Sprite is selected. This does not do anything if [geometry has not been generated](#geometry-tools) for the Sprites, or if no bones are associated with the Sprite geometry. | +| __Normalize__ | Normalizes the weights of the selected Sprite, or all Sprites if no specific Sprite is selected. | +| __Clear__ | Clear the weights of the selected Sprite, or of all Sprites if no specific Sprite is selected. | + +### Weight Slider + +![](images/WeightSlider.png) + + + +| __Property__ | __Function__ | +| ------------------------------------------- | ------------------------------------------------------------ | +| __Mode__ | The current behavior of the __Weight Slider__ tool. | +|     Add and Subtract | Use the slider to increase or decrease the selected bone’s (currently displayed in the __Bone__ property) influence on selected vertices. *Increasing in* | +|     Grow and Shrink | Use the slider to increase or decrease the weight on vertices that are already influenced by the selected bone. | +|     Smooth | Averages the weights of all vertices with their neighbors to create an even distribution of weight across all vertices. | +| __Bone__ (unavailable if __Mode > Smooth__) | Displays the currently selected bone. Use the drop-down menu to select a different bone, or select another bone | +| __Normalize__ | Select this to ensure the total normalized weight of all vertices of a selected Sprite mesh is equal to one. | +| __Amount__ | Amount of weight applied on selected vertices. | +| __Vertex Weight__ | Adjust the bone weights of selected vertices. | + +### Weight Brush + +![](images/WeightBrush.png) + +| __Property__ | __Function__ | +| ---------------------------------------- | ------------------------------------------------------------ | +| __Mode__ | The current behavior mode of the weights tool. | +|     Add and Subtract | Use the slider to increase or decrease the influence on vertices around the selected bone. | +|     Grow and Shrink | Use the slider to increase or decrease the influence on vertices that are already affected by the selected bone. | +|     Smooth | Averages the weights of vertices with their neighbors to create a smoother distribution of weights. | +| __Bone__ | The bone that the Brush is painting influence for. Select a different bone via the drop-down menu. | +| __Normalize__ | Enable to ensure the normalized weight of painted vertices will equal to 1. | +| __Size__ | Size of the weight brush cursor. | +| __Hardness__ | Amount of weight applied by the brush per brushstroke. Higher values increase the weight per brushstroke, up to the maximum of 100 where the full weight is applied at once. | +| __Step__ | Number of increments needed to apply the full weight of brush. | + +### Bone Influences panel + +The __Bone Influences panel__ displays a list of bones that are currently influencing the selected Sprite Mesh. + +![](images/BoneInfluencesExample.png) + +When the Skinning Editor is set to [Character mode](#editor-toolbar), the Bone Influences panel allows you to add a bone to the list which includes its influence in the deformation of the selected Sprite’s mesh, or remove a bone from the list which removes its influence instead. + +To add a bone to the list, select the bone in the __Skinning Editor__ window and then select __Add (+__) at the bottom-right of the panel. To remove a bone from the list, select the bone in the list or in the editor window and then select __Remove (-)__. + +#### Rearranging bone order + +You can rearrange the bone order in the Bone Influences panel by selecting and the dragging the respective bone entries up or down the list. + +![](images/BoneInfluences_order.png) + +The order of the bones in the Bone Influences panel determines the order of the bones on the __Sprite Skin __component. This is especially important when replacing the Sprite for deformation in the __Sprite Renderer__, such as when using [Sprite Swap](SpriteSwapIntro.md), as you can ensure the bone order remains the same between the Sprites and that the correct Transform drives the correct deformation. + +![](images/BoneInfluences_orderSpriteSkin.png) + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinningEditor.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinningEditor.md new file mode 100644 index 00000000..a34f0188 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SkinningEditor.md @@ -0,0 +1,37 @@ +# Skinning Editor + +The __Skinning Editor__ is available as a module in the __Sprite Editor__ after you install the __2D Animation__ package. You can use the [available tools](SkinEdToolsShortcuts.md) in the Skinning Editor to create the [bones](SkinEdToolsShortcuts.html#bone-tools) of the animation skeleton, generate and edit the mesh [geometry](SkinEdToolsShortcuts.html#geometry-tools) of your character, and adjust the [weights](SkinEdToolsShortcuts.html#weight-tools) used to bind the bones to the Sprite meshes. + +To open your imported character in the Skinning Editor: + +1. Select the character [Prefab](https://docs.unity3d.com/Manual/Prefabs.html) created after importing your character with the PSD Importer. + +2. Select the Prefab and go to its Inspector window. Select the __Sprite Editor__ button to open the Prefab in the Sprite Editor. + +3. In the Sprite Editor, open the drop-down menu at the upper left of the editor window and select the __Skinning Editor__ module. + + ![](images/SelectSknEditor.png) + + + +See the [Editor tools and shortcuts](SkinEdToolsShortcuts.md) page for more information about the different features and tools available in the Skinning Editor. + +## How to select a Sprite in the editor + +To select a Sprite in the Skinning Editor window: + +1. Double-click a Sprite to select it in the editor window. An orange outline appears around the Sprite that is selected (you can change the outline color in [Tool Preferences](ToolPref.md). + +2. If the Sprite you want to select is behind other Sprites, hover over where the Sprite is, and double-click to cycle through all Sprites at the cursor location until you reach the desired Sprite. + +3. Double-click on a blank area in the editor window to deselect all Sprites. + +## How to select bone or Mesh vertices in the editor + +To select a bone or mesh vertices when using the [Bone](SkinEdToolsShortcuts.html#bone-tools) and [Geometry tools](SkinEdToolsShortcuts.html#geometry-tools): + +1. Click a bone or mesh vertex to select it specifically. + +2. Draw a selection rectangle over multiple bones or vertices to select them all at once. + +3. Right click to deselect any selected bone or mesh vertices. \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteSwapIntro.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteSwapIntro.md new file mode 100644 index 00000000..8513c5cf --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteSwapIntro.md @@ -0,0 +1,40 @@ +# Sprite Swap overview (Experimental Feature) + +__Sprite Swap__ is an experimental feature that enables you to change a GameObject’s rendered Sprite within the same character Prefab. This enables you to quickly and easily create multiple characters that look different while [reusing existing bone and Mesh data](CopyPasteSkele.md). You can also use Sprite Swap to switch the displayed Sprite on each frame at run time to create [frame-by-frame animation](FFanimation.md). + +The workflow for implementing Sprite Swap differs if you are using the workflow that is [integrated with 2D Animation](#sprite-swap-and-2d-animation-integration), or if you are [manually setting up](SSManual.md) the Sprite Swap components. + +## Sprite Swap Assets and components + +The following Assets and components are part of the Sprite Swap process: + +1. The [Sprite Library Asset](SLAsset.md) contains the [Categories and Labels](SpriteVis.html#sprite-tab) of the Sprites. +1. The [Sprite Library component](SLAsset.html#sprite-library-component) shows the currently referred to __Sprite Library Asset__. +1. The [Sprite Resolver component](SLAsset.html#sprite-resolver-component) is used to request a Sprite registered to the __Sprite Library Asset__ by referring to the __Category__ and __Label__ value of the desired Sprite. + +## How Unity generates Sprite Swap Assets and components + +Unity generates the various [Sprite Swap](SpriteSwapIntro.md) components in the following steps: + +1. When you import a .psb file with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html), Unity generates a Prefab containing a Sprite for each Layer in the source file. + +2. If you create any [Categories or Labels](SpriteVis.html#sprite-tab) while editing the character Prefab, Unity automatically generates a [Sprite Library Asset](SLAsset.md) as a sub-Asset of the Prefab. + +3. When the Prefab is brought into the Scene view, Unity generates a GameObject for each Sprite in the Prefab that does _not_ belong to a [Category](SpriteVis.html#sprite-tab). However if the Sprite is the first [Label](SpriteVis.html#sprite-tab) in a __Category__, then Unity will generate a GameObject for the Sprite as well. + +4. If the Prefab has a __Sprite Library Asset__ sub-Asset, then Unity attaches the [Sprite Library component](SLAsset.html#sprite-library-component) to the root GameObject which is set to reference the __Sprite Library Asset__ created in step 1 by default. + +5. Unity attaches the [Sprite Resolver component](SLAsset.html#sprite-resolver-component) to all __Sprite__ GameObjects that belong to a Category. + +Refer to the respective component pages for more information on their functions and properties. + +## Sprite Swap and 2D Animation integration + +__Sprite Swap__ is integrated with the 2D Animation workflow. You must install the following packages or newer to use the Sprite Swap feature: + +- [2D Animation version 2.2.0-preview.1](https://docs.unity3d.com/Packages/com.unity.2d.animation@latest/index.html) +- [PSDImporter version 1.2.0-preview.1](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html) + +## Skeletal animation limitations + +To ensure Sprite Swap works correctly with skeletal animation, the skeleton must be identical between the Sprites being swapped. Use the [Copy and Paste](CopyPasteSkele.md) tools to duplicate the skeleton rig from one Sprite to the other Sprite(s) to ensure they can be swapped smoothly. \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteVis.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteVis.md new file mode 100644 index 00000000..f184fd58 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/SpriteVis.md @@ -0,0 +1,63 @@ +# Sprite Visibility panel + +Toggle the __Sprite Visibility__ panel by selecting the __Visibility tool__ button along the top right of the editor window: + +![](images/Highlighted_Visibility_icon.png) + +The panel appears on the right-side of the editor window. It has two sliders at the top that control the visibility of the ![](images/bone_icon.png)bones and ![](images/mesh_icon.png)Sprite meshes within the editor window. Move either slider further to the left to decrease the visibility of the bones or meshes respectively, and to the right to increase their visibility. + +![](images/image_3.png) + +The panel has two main tabs - __Bone__ and __Sprite__. The Bone tab displays the [Bone hierarchy](#bone-tab-and-hierarchy-tree) of the character Prefab, and the Sprite tab displays the names of the Sprites, their grouping hierarchy, and __Category__ and __Label__ information. + +## Bone tab and hierarchy tree + +![](images/bone_tree.PNG)
The Bone tab selected. + +Select the __Bone__ tab to view the list of bones in the character Prefab. The list reflects the hierarchy of bones you created with the [Bone tools](SkinEdToolsShortcuts.html#bone-tools). You can reparent and reorder bones directly from the bone tab by dragging selected bones up and down the list. Toggle the visibility of each bone by selecting the ![](images/visibility_icon.png) icon next to it. + +| Property | Function | +| ------------------------------- | ------------------------------------------------------------ | +| ![](images/visibility_icon.png) | Toggle the visibility of each bone by selecting this icon next to the bone. | +| __Bone__ | The name of the Bone. | +| __Depth__ | The render order of bones that are influencing the same Sprite Mesh. The parts of the Mesh that is influenced by a bone with higher bone Depth value will overlay the parts influenced by bones with lower Depth value.
A bone’s Depth value is 0 by default. To set a bone’s Depth value, select one of the available [Bone tools](SkinEdToolsShortcuts.html#bone-tools) and then select one of the bones. Find the [Bone panel](SkinEdToolsShortcuts.html#bone-panel) at the bottom right of the window, and enter the desired value to its __Depth__ property box. | + +## Sprite tab + +Select the __Sprite tab__ to see the list of Sprites that make up the character Prefab in the Skinning editor window. The names and order of the Sprites mirror their names, layer and grouping order in the original source file. + +![](images/SpriteTab_order.png) + +The Sprite tab has two additional columns for the __Category__ and __Label__ of each Sprite in the character Prefab. A __Category__ contains a selection of Sprites that are differentiated by their __Labels__, and this information is contained in the [Sprite Library Asset](SLAsset.md) that is a sub-Asset of the character Prefab. Changing the Category and Labels of Sprites allows you to [Sprite Swap](SLASwap.md), which allows you to create [frame-by-frame animations](FFanimation.md) and [other uses](Examples.md). + +## How to create a Category + +1. Go to the row of the Sprite, open the drop-down menu on the Category column and select __New__. + + ![](images/image_4.png) + + + +2. Enter a name for the Category. This name must be unique among other Categories within the same Library Asset. + +3. When you enter a Category name, Unity automatically assigns that Sprite a Label based on the Sprite’s name, which you can edit. Labels belonging to the same Category must have unique names. + +4. To assign the Sprite to an existing Category, open the drop-down menu on the Category column along its roll, and select from the list of existing Categories. + + ![](images/image_5.png) + + + +## Context menu options + +There are context menu options available from the Visibility panel to create Categories and Labels based on the imported groups and layer names of the Sprites. Open the context menu by right-clicking the row of the Sprite or Group you want to convert to a Category. + +![](images/image_6.png) + + + +| Option | Function | +| ----------------------------- | ------------------------------------------------------------ | +| __Convert Group to Category__ | This option is only available if the selected row is a Group that contains multiple Sprites. Select this option to assign all Sprites in the group to a new Category. Unity automatically names the new Category with the root Group name. | +| __Convert Layer to Category__ | Select this option to assign the Sprite to a Category based on the Sprite’s name. Unity also uses the Sprite's name as the Label name. | +| __Clear All Category__ | Select this to remove all selected Sprites from their currently assigned Categories. | \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/TableOfContents.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/TableOfContents.md new file mode 100644 index 00000000..8985d22b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/TableOfContents.md @@ -0,0 +1,17 @@ +* [Introduction to 2D Animation](index.md) +* [Preparing and importing artwork](PreparingArtwork.md) +* [Skinning Editor](SkinningEditor.md) + * [Tool Preferences](ToolPref.md) + * [Editor tools and shortcuts](SkinEdToolsShortcuts.md) + * [Sprite Visiblity panel](SpriteVis.md) +* [Character skinning and weighting workflow](CharacterRig.md) +* [Animating your character](CopyPasteSkele.md) + * [2D Inverse Kinematics](2DIK.md) + +* [Sprite Swap workflow - Experimental Feature](SpriteSwapIntro.md) + * [Sprite Library Asset and other components](SLAsset.md) + * [Sprite Swap manual setup](SSManual.md) +* [Usage examples](Examples.md) + * [Frame-by-frame animation](FFanimation.md) + * [Changing parts of a character](CharacterParts.md) + * [Swapping Sprite Library Assets](SLASwap.md) diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/ToolPref.md b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/ToolPref.md new file mode 100644 index 00000000..524e5139 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/ToolPref.md @@ -0,0 +1,17 @@ +## Tool Preferences + +Adjust the appearance of the 2D Animation tools in the Skinning Editor by going to its Preferences menu: __Edit__ > __Preferences__ > __2D__ > __Animation__. + +![](images/2DAnimationV2_ToolPreferences.png)
Tool Preferences + +| Setting | Function | +| -------------------------- | ------------------------------------------------------------ | +| __Hide Tool Text__ | Enable this option to hide the tool text to have a compact view. | +| __Selected Outline Color__ | Customize the outline color of selected Sprite and bone. | +| __Sprite Outline Size__ | Use the slider to adjust the outline thickness of a selected Sprite. | +| __Bone Outline Size__ | Use the slider to adjust the outline thickness of a selected bone. | + +Enable __Hide Tool Text__ to have only the tool icons visible in the [Skinning Editor](SkinningEditor.md) window. + +![](images/2DAnimationV2_compacted.png) + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/images/2DAnim_SpriteSwap_property.png b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/images/2DAnim_SpriteSwap_property.png new file mode 100644 index 00000000..8a26ab3b Binary files 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00000000..226690df --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Documentation~/index.md @@ -0,0 +1,33 @@ +# Introduction to 2D Animation + +This documentation contains information on how to quickly rig and animate a 2D character in Unity with the 2D Animation package and tools. The following package versions are only supported for the following Unity versions: + +* __2D Animation package version 5.x.x__ - Unity 2020.2 or later + +* __2D Animation package version 4.x.x__ - Unity 2020.1 + +* __2D Animation package version 3.x.x__ - Unity 2019.3 + +## 2D Animation and PSD Importer integration + +You can use the __2D Animation package__ with the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest) package to easily import your character artwork from Photoshop into Unity for animation. The __PSD Importer__ is an Asset importer that supports the import of Adobe Photoshop .psb files into Unity and generating a Prefab made of Sprites based on the source file and its layers (see Adobe’s documentation on [Layer basics](https://helpx.adobe.com/photoshop/using/layer-basics.html)). + +The [.psb](https://helpx.adobe.com/photoshop/using/file-formats.html#large_document_format_psb)[ file format](https://helpx.adobe.com/photoshop/using/file-formats.html#large_document_format_psb) has identical functions as the more common Adobe .psd format, with additional support for much larger image sizes. See the [PSD Importer](https://docs.unity3d.com/Packages/com.unity.2d.psdimporter@latest/index.html) package documentation for more information about the importer’s features. + +## Adobe Photoshop PSB format + +For character animation with the __2D Animation package__, the __PSD Importer__ package is required. The PSD Importer package currently only imports the __Adobe Photoshop .psb format__, and does not import the Adobe .psd format. The .psb format has identical functions as .psd, and is able to support larger image sizes. + +## Optional Performance Boost + +You can improve the performance of the animated Sprite’s deformation at runtime by installing the [Burst](https://docs.unity3d.com/Packages/com.unity.burst@latest) and [Collections](https://docs.unity3d.com/Packages/com.unity.collections@latest) package from the [Package Manager](https://docs.unity3d.com/Manual/upm-ui.html). This allows the 2D Animation package to use Burst compilation to speed up Unity’s processing of Sprite mesh deformation. + +![](images/SpriteSkin_inspect_exp.png) + +With both packages installed, the Experimental __Enable batching__ setting becomes available in the [Sprite Skin component](#sprite-skin-component). As the implementation of the performance boost might contain bugs, you may switch back to the previous implementation by clearing the __Enable batching__ option. + +The package has been tested with [Burst](https://docs.unity3d.com/Packages/com.unity.burst@latest) version 1.3.3 and [Collections](https://docs.unity3d.com/Packages/com.unity.collections@latest) version 0.9.0-preview.6. + +## Sprite Skin component + +When the character Prefab is brought into the Scene view, Unity automatically adds the __Sprite Skin__ component to any Sprite that have any [bone influences](SkinEdToolsShortcuts.md#bone-influences). This component is required for the bones deform the Sprite Meshes in the Scene view. \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor.meta new file mode 100644 index 00000000..149593ae --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 164d22a8da00e422a93e091c7bd338df +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Analytics.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Analytics.cs new file mode 100644 index 00000000..61a66d41 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Analytics.cs @@ -0,0 +1,605 @@ +#define WRITE_TO_JSON +using System; +using System.Collections.Generic; +using System.IO; +using System.Linq; +using UnityEngine.Analytics; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + [Serializable] + enum AnimationToolType + { + UnknownTool = 0, + Visibilility = 6, + PreviewPose = 7, + EditPose = 8, + CreateBone = 9, + SplitBone = 10, + ReparentBone = 11, + EditGeometry = 12, + CreateVertex = 13, + CreateEdge = 14, + SplitEdge = 15, + GenerateGeometry = 16, + WeightSlider = 17, + WeightBrush = 18, + BoneInfluence = 19, + GenerateWeights = 20 + } + + [Serializable] + enum AnimationEventType + { + Truncated = -1, + SelectedSpriteChanged = 0, + SkeletonPreviewPoseChanged = 1, + SkeletonBindPoseChanged = 2, + SkeletonTopologyChanged = 3, + MeshChanged = 4, + MeshPreviewChanged = 5, + SkinningModuleModeChanged = 6, + BoneSelectionChanged = 7, + BoneNameChanged = 8, + CharacterPartChanged = 9, + ToolChanged = 10, + RestoreBindPose = 11, + Copy = 12, + Paste = 13, + BoneDepthChanged = 14, + Shortcut = 15, + Visibility = 16 + } + + [Serializable] + struct AnimationEvent + { + [SerializeField] + public AnimationEventType sub_type; + [SerializeField] + public int repeated_event; + [SerializeField] + public string data; + } + + [Serializable] + struct AnimationToolUsageEvent + { + [SerializeField] + public int instance_id; + [SerializeField] + public AnimationToolType animation_tool; + [SerializeField] + public bool character_mode; + [SerializeField] + public int time_start_s; + [SerializeField] + public int time_end_s; + [SerializeField] + public List animation_events; + } + + [Serializable] + struct AnimationToolApplyEvent + { + [SerializeField] + public bool character_mode; + [SerializeField] + public int instance_id; + [SerializeField] + public int sprite_count; + [SerializeField] + public int[] bone_sprite_count; + [SerializeField] + public int[] bone_count; + [SerializeField] + public int[] bone_depth; + [SerializeField] + public int[] bone_chain_count; + [SerializeField] + public int bone_root_count; + } + + internal interface IAnimationAnalyticsModel + { + bool hasCharacter { get; } + SkinningMode mode { get; } + ITool selectedTool { get; } + ITool GetTool(Tools tool); + int selectedBoneCount { get; } + int applicationElapseTime { get; } + } + + internal class SkinningModuleAnalyticsModel : IAnimationAnalyticsModel + { + public SkinningCache skinningCache { get; private set; } + public bool hasCharacter { get { return skinningCache.hasCharacter; } } + public SkinningMode mode { get { return skinningCache.mode; } } + public ITool selectedTool { get { return skinningCache.selectedTool; } } + + public SkinningModuleAnalyticsModel(SkinningCache s) + { + skinningCache = s; + } + + public ITool GetTool(Tools tool) + { + return skinningCache.GetTool(tool); + } + + public int selectedBoneCount { get { return skinningCache.skeletonSelection.Count; } } + + public int applicationElapseTime { get { return (int)EditorApplication.timeSinceStartup; } } + } + + [Serializable] + internal class AnimationAnalytics + { + const int k_AnimationEventElementCount = 3; + const int k_AnimationToolUsageEventElementCount = 6; + IAnalyticsStorage m_AnalyticsStorage; + SkinningEvents m_EventBus; + IAnimationAnalyticsModel m_Model; + + AnimationToolUsageEvent? m_CurrentEvent; + int m_InstanceId; + + public AnimationAnalytics(IAnalyticsStorage analyticsStorage, SkinningEvents eventBus, IAnimationAnalyticsModel model, int instanceId) + { + m_Model = model; + m_AnalyticsStorage = analyticsStorage; + m_InstanceId = instanceId; + m_EventBus = eventBus; + m_EventBus.selectedSpriteChanged.AddListener(OnSelectedSpriteChanged); + m_EventBus.skeletonPreviewPoseChanged.AddListener(OnSkeletonPreviewPoseChanged); + m_EventBus.skeletonBindPoseChanged.AddListener(OnSkeletonBindPoseChanged); + m_EventBus.skeletonTopologyChanged.AddListener(OnSkeletonTopologyChanged); + m_EventBus.meshChanged.AddListener(OnMeshChanged); + m_EventBus.meshPreviewChanged.AddListener(OnMeshPreviewChanged); + m_EventBus.skinningModeChanged.AddListener(OnSkinningModuleModeChanged); + m_EventBus.boneSelectionChanged.AddListener(OnBoneSelectionChanged); + m_EventBus.boneNameChanged.AddListener(OnBoneNameChanged); + m_EventBus.boneDepthChanged.AddListener(OnBoneDepthChanged); + m_EventBus.characterPartChanged.AddListener(OnCharacterPartChanged); + m_EventBus.toolChanged.AddListener(OnToolChanged); + m_EventBus.restoreBindPose.AddListener(OnRestoreBindPose); + m_EventBus.copy.AddListener(OnCopy); + m_EventBus.paste.AddListener(OnPaste); + m_EventBus.shortcut.AddListener(OnShortcut); + m_EventBus.boneVisibility.AddListener(OnBoneVisibility); + + OnToolChanged(model.selectedTool); + } + + public void Dispose() + { + m_EventBus.selectedSpriteChanged.RemoveListener(OnSelectedSpriteChanged); + m_EventBus.skeletonPreviewPoseChanged.RemoveListener(OnSkeletonPreviewPoseChanged); + m_EventBus.skeletonBindPoseChanged.RemoveListener(OnSkeletonBindPoseChanged); + m_EventBus.skeletonTopologyChanged.RemoveListener(OnSkeletonTopologyChanged); + m_EventBus.meshChanged.RemoveListener(OnMeshChanged); + m_EventBus.meshPreviewChanged.RemoveListener(OnMeshPreviewChanged); + m_EventBus.skinningModeChanged.RemoveListener(OnSkinningModuleModeChanged); + m_EventBus.boneSelectionChanged.RemoveListener(OnBoneSelectionChanged); + m_EventBus.boneNameChanged.RemoveListener(OnBoneNameChanged); + m_EventBus.boneDepthChanged.AddListener(OnBoneDepthChanged); + m_EventBus.characterPartChanged.RemoveListener(OnCharacterPartChanged); + m_EventBus.toolChanged.RemoveListener(OnToolChanged); + m_EventBus.copy.RemoveListener(OnCopy); + m_EventBus.paste.RemoveListener(OnPaste); + m_EventBus.shortcut.RemoveListener(OnShortcut); + m_EventBus.boneVisibility.RemoveListener(OnBoneVisibility); + m_AnalyticsStorage.Dispose(); + } + + void OnBoneVisibility(string s) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.Visibility, + data = s + }); + } + + void OnShortcut(string s) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.Shortcut, + data = s + }); + } + + void OnCopy() + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.Copy, + data = "" + }); + } + + void OnPaste(bool bone , bool mesh , bool flipX , bool flipY) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.Paste, + data = string.Format("b:{0} m:{1} x:{2} y:{3}", bone, mesh, flipX, flipY) + }); + } + + void OnSelectedSpriteChanged(SpriteCache sprite) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.SelectedSpriteChanged, + data = sprite == null ? "false" : "true" + }); + } + + void OnSkeletonPreviewPoseChanged(SkeletonCache skeleton) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.SkeletonPreviewPoseChanged, + data = "" + }); + } + + void OnSkeletonBindPoseChanged(SkeletonCache skeleton) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.SkeletonBindPoseChanged, + data = "" + }); + } + + void OnSkeletonTopologyChanged(SkeletonCache skeleton) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.SkeletonTopologyChanged, + data = "" + }); + } + + void OnMeshChanged(MeshCache mesh) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.MeshChanged, + data = "" + }); + } + + void OnMeshPreviewChanged(MeshPreviewCache mesh) + { + } + + void OnSkinningModuleModeChanged(SkinningMode mode) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.SkinningModuleModeChanged, + data = mode.ToString() + }); + } + + void OnBoneSelectionChanged() + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.BoneSelectionChanged, + data = m_Model.selectedBoneCount.ToString() + }); + } + + void OnBoneNameChanged(BoneCache bone) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.BoneNameChanged, + data = "" + }); + } + + void OnBoneDepthChanged(BoneCache bone) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.BoneDepthChanged, + data = "" + }); + } + + void OnCharacterPartChanged(CharacterPartCache part) + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.CharacterPartChanged, + data = "" + }); + } + + void OnToolChanged(ITool tool) + { + if (tool == m_Model.GetTool(Tools.ReparentBone)) + StartNewEvent(AnimationToolType.ReparentBone, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.CreateBone)) + StartNewEvent(AnimationToolType.CreateBone, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.EditJoints)) + StartNewEvent(AnimationToolType.EditPose, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.EditPose)) + StartNewEvent(AnimationToolType.PreviewPose, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.SplitBone)) + StartNewEvent(AnimationToolType.SplitBone, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.CreateEdge)) + StartNewEvent(AnimationToolType.CreateEdge, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.CreateVertex)) + StartNewEvent(AnimationToolType.CreateVertex, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.EditGeometry)) + StartNewEvent(AnimationToolType.EditGeometry, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.GenerateGeometry)) + StartNewEvent(AnimationToolType.GenerateGeometry, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.SplitEdge)) + StartNewEvent(AnimationToolType.SplitEdge, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.Visibility)) + StartNewEvent(AnimationToolType.Visibilility, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.BoneInfluence)) + StartNewEvent(AnimationToolType.BoneInfluence, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.GenerateWeights)) + StartNewEvent(AnimationToolType.GenerateWeights, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.WeightBrush)) + StartNewEvent(AnimationToolType.WeightBrush, m_Model.applicationElapseTime); + else if (tool == m_Model.GetTool(Tools.WeightSlider)) + StartNewEvent(AnimationToolType.WeightSlider, m_Model.applicationElapseTime); + else + StartNewEvent(AnimationToolType.UnknownTool, m_Model.applicationElapseTime); + } + + void OnRestoreBindPose() + { + SetAnimationEvent(new AnimationEvent() + { + sub_type = AnimationEventType.RestoreBindPose, + data = "" + }); + } + + void SetAnimationEvent(AnimationEvent evt) + { + if (m_CurrentEvent != null) + { + var toolEvent = m_CurrentEvent.Value; + var eventCount = toolEvent.animation_events.Count; + if (eventCount > 0 && toolEvent.animation_events[eventCount - 1].sub_type == evt.sub_type && toolEvent.animation_events[eventCount - 1].data == evt.data) + { + var e = toolEvent.animation_events[eventCount - 1]; + e.repeated_event += 1; + toolEvent.animation_events[eventCount - 1] = e; + } + else + { + var elementCountPlus = k_AnimationToolUsageEventElementCount + (eventCount + 1 * k_AnimationEventElementCount); + if (elementCountPlus >= AnalyticConstant.k_MaxNumberOfElements) + { + // We reached the max number of events. Change the last one to truncated + var e = toolEvent.animation_events[eventCount - 1]; + if (e.sub_type != AnimationEventType.Truncated) + { + e.sub_type = AnimationEventType.Truncated; + e.repeated_event = 0; + } + e.repeated_event += 1; + toolEvent.animation_events[eventCount - 1] = e; + } + else + toolEvent.animation_events.Add(evt); + } + m_CurrentEvent = toolEvent; + } + } + + void StartNewEvent(AnimationToolType animationType, int tick) + { + SendLastEvent(tick); + m_CurrentEvent = new AnimationToolUsageEvent() + { + instance_id = m_InstanceId, + character_mode = m_Model.mode == SkinningMode.Character, + animation_tool = animationType, + time_start_s = tick, + animation_events = new List() + }; + } + + void SendLastEvent(AnimationToolUsageEvent evt, int tick) + { + evt.time_end_s = tick; + m_AnalyticsStorage.SendUsageEvent(evt); + } + + void SendLastEvent(int tick) + { + if (m_CurrentEvent != null) + { + SendLastEvent(m_CurrentEvent.Value, tick); + } + m_CurrentEvent = null; + } + + public void FlushEvent() + { + SendLastEvent(m_Model.applicationElapseTime); + } + + public void SendApplyEvent(int spriteCount, int[] spriteBoneCount, BoneCache[] bones) + { + int[] chainBoneCount = null; + int[] maxDepth = null; + int[] boneCount = null; + int boneRootCount = 0; + GetChainBoneStatistic(bones, out chainBoneCount, out maxDepth, out boneRootCount, out boneCount); + var applyEvent = new AnimationToolApplyEvent() + { + instance_id = m_InstanceId, + character_mode = m_Model.hasCharacter, + sprite_count = spriteCount, + bone_sprite_count = spriteBoneCount, + bone_depth = maxDepth, + bone_chain_count = chainBoneCount, + bone_root_count = boneRootCount, + bone_count = boneCount + }; + m_AnalyticsStorage.SendApplyEvent(applyEvent); + } + + static void GetChainBoneStatistic(BoneCache[] bones, out int[] chainBoneCount, out int[] maxDepth, out int boneRootCount, out int[] boneCount) + { + List chainCountList = new List(); + List boneDepthList = new List(); + List countList = new List(); + boneRootCount = 0; + foreach (var b in bones) + { + if (b.parentBone == null) + { + ++boneRootCount; + var chain = 0; + var chainDepth = 0; + var tempBone = b; + var count = 1; + while (tempBone != null) + { + ++chainDepth; + tempBone = tempBone.chainedChild; + } + + foreach (var b1 in bones) + { + // if this bone is part of this root + var parentBone = b1.parentBone; + while (parentBone != null) + { + if (parentBone == b) + { + ++count; + // the bone has a parent and the parent bone's chainedChild is not us, means we are a new chain + if (b1.parentBone != null && b1.parentBone.chainedChild != b1) + { + ++chain; + var chainDepth1 = 0; + tempBone = b1; + while (tempBone != null) + { + ++chainDepth1; + tempBone = tempBone.chainedChild; + } + + chainDepth = chainDepth1 > chainDepth ? chainDepth1 : chainDepth; + } + break; + } + parentBone = parentBone.parentBone; + } + } + chainCountList.Add(chain); + boneDepthList.Add(chainDepth); + countList.Add(count); + } + } + chainBoneCount = chainCountList.ToArray(); + maxDepth = boneDepthList.ToArray(); + boneCount = countList.ToArray(); + } + } + + internal interface IAnalyticsStorage + { + AnalyticsResult SendUsageEvent(AnimationToolUsageEvent evt); + AnalyticsResult SendApplyEvent(AnimationToolApplyEvent evt); + void Dispose(); + } + + internal static class AnalyticConstant + { + public const int k_MaxEventsPerHour = 1000; + public const int k_MaxNumberOfElements = 1000; + } + + internal class AnalyticsJsonStorage : IAnalyticsStorage + { + [Serializable] + struct AnimationToolEvents + { + [SerializeField] + public List events; + [SerializeField] + public AnimationToolApplyEvent applyEvent; + } + + AnimationToolEvents m_TotalEvents = new AnimationToolEvents() + { + events = new List(), + applyEvent = new AnimationToolApplyEvent() + }; + + public AnalyticsResult SendUsageEvent(AnimationToolUsageEvent evt) + { + m_TotalEvents.events.Add(evt); + return AnalyticsResult.Ok; + } + + public AnalyticsResult SendApplyEvent(AnimationToolApplyEvent evt) + { + m_TotalEvents.applyEvent = evt; + return AnalyticsResult.Ok; + } + + public void Dispose() + { + try + { + string file = string.Format("analytics_{0}.json", System.DateTime.Now.ToString("yyyy-dd-M--HH-mm-ss")); + if (System.IO.File.Exists(file)) + System.IO.File.Delete(file); + System.IO.File.WriteAllText(file, JsonUtility.ToJson(m_TotalEvents, true)); + } + catch (Exception ex) + { + Debug.Log(ex); + } + finally + { + m_TotalEvents.events.Clear(); + } + } + } + + [InitializeOnLoad] + internal class UnityAnalyticsStorage : IAnalyticsStorage + { + const string k_VendorKey = "unity.2d.animation"; + const int k_Version = 1; + + static UnityAnalyticsStorage() + { + EditorAnalytics.RegisterEventWithLimit("u2dAnimationToolUsage", AnalyticConstant.k_MaxEventsPerHour, AnalyticConstant.k_MaxNumberOfElements, k_VendorKey, k_Version); + EditorAnalytics.RegisterEventWithLimit("u2dAnimationToolApply", AnalyticConstant.k_MaxEventsPerHour, AnalyticConstant.k_MaxNumberOfElements, k_VendorKey, k_Version); + } + + public AnalyticsResult SendUsageEvent(AnimationToolUsageEvent evt) + { + return EditorAnalytics.SendEventWithLimit("u2dAnimationToolUsage", evt, k_Version); + } + + public AnalyticsResult SendApplyEvent(AnimationToolApplyEvent evt) + { + return EditorAnalytics.SendEventWithLimit("u2dAnimationToolApply", evt, k_Version); + } + + public void Dispose() {} + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Analytics.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Analytics.cs.meta new file mode 100644 index 00000000..95e4376f --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Analytics.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 783ca490d14f68c4891dfa4ca54364fc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/AssemblyInfo.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/AssemblyInfo.cs new file mode 100644 index 00000000..f613c3a9 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/AssemblyInfo.cs @@ -0,0 +1,6 @@ +using System.Runtime.CompilerServices; +[assembly: InternalsVisibleTo("Unity.2D.Animation.Tests.EditorTests")] +[assembly: InternalsVisibleTo("Unity.2D.PsdImporter.Editor")] +[assembly: InternalsVisibleTo("Unity.2D.IK.Editor")] +[assembly: InternalsVisibleTo("DynamicProxyGenAssembly2")] + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/AssemblyInfo.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/AssemblyInfo.cs.meta new file mode 100644 index 00000000..b09b7336 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/AssemblyInfo.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 81d5f69f47c861d40beee8891a4ac92e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets.meta new file mode 100644 index 00000000..86e99e69 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4cdf803ccba4203428cf760a394d701f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay.meta new file mode 100644 index 00000000..1d3813f7 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4817dc4ea8764f74298414d8ac0bb8d5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml new file mode 100644 index 00000000..63dfc7f7 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml @@ -0,0 +1,12 @@ + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml.meta new file mode 100644 index 00000000..f77e8df3 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlay.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 46c8e0bde8bfa5a4eadb9b33d3543bcd +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss new file mode 100644 index 00000000..ab9619bc --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss @@ -0,0 +1,190 @@ +/**********************************************************************************************************************/ +/* LayoutOverlay */ +/**********************************************************************************************************************/ + +LayoutOverlay { + flex-direction: column-reverse; + overflow: hidden; +} + +LayoutOverlay.HasScrollbar { + margin-right: 18px; + margin-bottom: 18px; +} + +//Disable Horizontal Toolbar until needed +LayoutOverlay > #HorizontalToolbar { + height: 0; +} + +LayoutOverlay > #HorizontalHolder { + flex:1 auto; + flex-direction: row; +} + +LayoutOverlay > #HorizontalHolder > #VerticalToolbar { + width: 140px; + margin-left : 10px; +} + +LayoutOverlay > #HorizontalHolder > #VerticalToolbar.Collapse { + width: 50px; +} + +LayoutOverlay > #HorizontalHolder > #LeftOverlay { + flex-grow: 1; + flex-direction: column-reverse; + flex-wrap: wrap; + align-items: flex-start; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay { + + flex-grow: 1; + flex-direction: column-reverse; + flex-wrap: wrap-reverse; + align-items: flex-start; +} + +LayoutOverlay > #DropdownOverlay { + height: 0; + width: 0; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay.VisibilityWindowOn { + min-height : 400px; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay { + min-height : 250px; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow { + flex:1 0 auto; + width : 280px; + padding-left : 12px; + padding-right : 12px; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow #ModeField { + margin-left : 0; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow #BonePopupField { + margin-left : 0; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow #BonePopupField .unity-popup-field__input { + flex-basis : 0px; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow > #unity-content-container { + flex:1 0 auto; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-row { + max-height : 20px; + flex-direction: row; + margin-left : 0; + margin-right : 0; + margin-top : 0; + margin-bottom : 0; + flex : 1 0 auto; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-row-space { + height : 5px; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-editor { + flex-direction: row; + flex: 6; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup { + margin-left : 0px; + flex : 1 0 auto; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup .unity-enum-field { + flex : 1 0 auto; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup .unity-popup-field { + flex : 1 0 auto; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup .unity-label { + min-width : auto; + flex : 4; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup .unity-enum-field__input, +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-popup .unity-popup-field__input { + flex : 6; + min-width : auto; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-toggle { + margin-left : 0px; + flex : 1; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-toggle .unity-toggle__input { + justify-content : flex-end; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-integerfield { + margin-left : 0px; + flex : 1; +} + + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .form-integerfield IntegerInput { + margin-left : 0px; + flex : 6; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow .slider-field { + flex: 3; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow Label { + flex: 4; + margin-top : 2px; + margin-bottom : 2px; +} + + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow Slider { + flex: 7; + margin-left : 4px; + margin-top :2px; + margin-right : 10px; + margin-bottom :2px; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow Button { + flex : 1 0 auto; + margin-left: 1px; + margin-right: 1px; + margin-top: 1px; + margin-bottom: 1px; + border-left-width: 1px; + border-right-width: 1px; + border-bottom-width: 1px; + border-top-width: 1px; + border-top-left-radius: 3px; + border-top-right-radius: 3px; + border-bottom-left-radius: 3px; + border-bottom-right-radius: 3px; + padding-left: 2px; + padding-right: 2px; + padding-bottom: 2px; + padding-top: 2px; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow Toggle { + align-self : center; + margin-bottom: 4px; +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss.meta new file mode 100644 index 00000000..6055e938 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/LayoutOverlayStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 4cb62f324c9e68643acade726b44b815 +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/ScrollableToolbar.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/ScrollableToolbar.uss new file mode 100644 index 00000000..8513c08e --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/ScrollableToolbar.uss @@ -0,0 +1,16 @@ +/**********************************************************************************************************************/ +/* Scroller */ +/**********************************************************************************************************************/ + +/* Horizontal scroller */ +Scroller { + display: none; +} + +/**********************************************************************************************************************/ +/* ScrollView */ +/**********************************************************************************************************************/ + +ScrollView { + flex: 1; +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/ScrollableToolbar.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/ScrollableToolbar.uss.meta new file mode 100644 index 00000000..ead594d5 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/LayoutOverlay/ScrollableToolbar.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: f3a7eea6e0f5acb479ae4e70f8f25d95 +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule.meta new file mode 100644 index 00000000..6f767682 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 4fccdb4aa9dd0db43becdec2eea211af +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml new file mode 100644 index 00000000..71d555fe --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml @@ -0,0 +1,15 @@ + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml.meta new file mode 100644 index 00000000..caecbe50 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanel.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1b45e34b5d565204db1307b88755e76d +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss new file mode 100644 index 00000000..2faf34dc --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss @@ -0,0 +1,7 @@ +/**********************************************************************************************************************/ +/* BoneInspectorPanel */ +/**********************************************************************************************************************/ + +#BoneInspectorPanel { + height : 80px; +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss.meta new file mode 100644 index 00000000..d6d407ab --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneInspectorPanelStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 630253c1b6a245746ac843e5cad0aac6 +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentStyle.uss new file mode 100644 index 00000000..191076c4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentStyle.uss @@ -0,0 +1,7 @@ +BoneReparentToolWindow { + height: 300px; +} + +BoneReparentToolView{ + flex : 1; +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentStyle.uss.meta new file mode 100644 index 00000000..fbb29eaf --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: bba2f5e225fa49144a222787bfb6bcdf +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentWindow.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentWindow.uxml new file mode 100644 index 00000000..e82de59b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentWindow.uxml @@ -0,0 +1,8 @@ + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentWindow.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentWindow.uxml.meta new file mode 100644 index 00000000..000bf5a4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneReparentWindow.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d195aed64b2027a4197eb33df30324a3 +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbar.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbar.uxml new file mode 100644 index 00000000..024e771b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbar.uxml @@ -0,0 +1,23 @@ + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbar.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbar.uxml.meta new file mode 100644 index 00000000..0cc6484d --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbar.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c1808a8a0e94621468b171839da19a41 +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbarStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbarStyle.uss new file mode 100644 index 00000000..e9b1588d --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbarStyle.uss @@ -0,0 +1,63 @@ +/**********************************************************************************************************************/ +/* BoneToolbar */ +/**********************************************************************************************************************/ + +#EditPoseImage { + background-image: url("Icons/Light/Edit_Pose.png"); +} + +#EditJointsImage { + background-image: url("Icons/Light/Edit_Joints.png"); +} + +#CreateBoneImage { + background-image: url("Icons/Light/Create Bones.png"); +} + +#SplitBoneImage { + background-image: url("Icons/Light/Split Bones.png"); +} + +#BoneReparentImage { + background-image: url("Icons/Light/Parent_Bone.png"); +} + +.Dark #EditPoseImage { + background-image: url("Icons/Dark/d_Edit_Pose.png"); +} + +.Dark #EditJointsImage { + background-image: url("Icons/Dark/d_Edit_Joints.png"); +} + +.Dark #CreateBoneImage { + background-image: url("Icons/Dark/d_Create Bones.png"); +} + +.Dark #SplitBoneImage { + background-image: url("Icons/Dark/d_Split Bones.png"); +} + +.Dark #BoneReparentImage { + background-image: url("Icons/Dark/d_Parent_Bone.png"); +} + +.Checked #EditPoseImage{ + background-image: url("Icons/Selected/Edit_Pose.png"); +} + +.Checked #EditJointsImage { + background-image: url("Icons/Selected/Edit_Joints.png"); +} + +.Checked #CreateBoneImage { + background-image: url("Icons/Selected/Create Bones.png"); +} + +.Checked #SplitBoneImage { + background-image: url("Icons/Selected/Split Bones.png"); +} + +.Checked #BoneReparentImage { + background-image: url("Icons/Selected/Parent_Bone.png"); +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbarStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbarStyle.uss.meta new file mode 100644 index 00000000..408b8444 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/BoneToolbarStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: d61989f1b8cdf884c960907a37504ceb +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbar.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbar.uxml new file mode 100644 index 00000000..3d8c3826 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbar.uxml @@ -0,0 +1,11 @@ + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbar.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbar.uxml.meta new file mode 100644 index 00000000..e4379159 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbar.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: acacbd024ec26594a9a9eacba50475d1 +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbarStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbarStyle.uss new file mode 100644 index 00000000..2717a0a3 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbarStyle.uss @@ -0,0 +1,11 @@ +/**********************************************************************************************************************/ +/* CopyToolbar */ +/**********************************************************************************************************************/ + +#CopyImage { + background-image: url("Icons/Selected/Copy.png"); +} + +#PasteImage { + background-image: url("Icons/Selected/Paste.png"); +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbarStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbarStyle.uss.meta new file mode 100644 index 00000000..f4f829b1 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/CopyToolbarStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 520f059907bcb564dae9203e0969eb59 +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanel.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanel.uxml new file mode 100644 index 00000000..13eda197 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanel.uxml @@ -0,0 +1,41 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanel.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanel.uxml.meta new file mode 100644 index 00000000..c6568743 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanel.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d62df6d8cd1bb504dbae262bb6d6efe6 +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanelStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanelStyle.uss new file mode 100644 index 00000000..ee173d3a --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanelStyle.uss @@ -0,0 +1,17 @@ +/**********************************************************************************************************************/ +/* GenerateGeometryPanel */ +/**********************************************************************************************************************/ + +#GenerateGeometryPanel { + height: 150px; +} + +#GenerateGeometryPanel.Single #GenerateMultipleSprite { + visibility: hidden; + height : 0; +} + +#GenerateGeometryPanel.Multiple #GenerateSingleSprite { + visibility: hidden; + height : 0; +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanelStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanelStyle.uss.meta new file mode 100644 index 00000000..c081068c --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/GenerateGeometryPanelStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 3a255b868cdf39a4494f59819f0ff29e +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo 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androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 1 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: cffe1e47d213b8446a6302f683b98faa + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbar.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbar.uxml new file mode 100644 index 00000000..9de8fffc --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbar.uxml @@ -0,0 +1,27 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbar.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbar.uxml.meta new file mode 100644 index 00000000..ca436bd4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbar.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e085ef9f44efb404ca5462391539bf32 +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbarStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbarStyle.uss new file mode 100644 index 00000000..5b264b3f --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbarStyle.uss @@ -0,0 +1,63 @@ +/**********************************************************************************************************************/ +/* MeshToolbar */ +/**********************************************************************************************************************/ + +#SelectGeometryImage { + background-image: url("Icons/Light/Edit_Geometry.png"); +} + +#CreateVertexImage { + background-image: url("Icons/Light/Create_Vertex.png"); +} + +#CreateEdgeImage { + background-image: url("Icons/Light/Create_Edge.png"); +} + +#SplitEdgeImage { + background-image: url("Icons/Light/Split_Edge.png"); +} + +#GenerateGeometryImage { + background-image: url("Icons/Light/Generate_Geometry.png"); +} + +.Dark #SelectGeometryImage { + background-image: url("Icons/Dark/d_Edit_Geometry.png"); +} + +.Dark #CreateVertexImage { + background-image: url("Icons/Dark/d_Create_Vertex.png"); +} + +.Dark #CreateEdgeImage { + background-image: url("Icons/Dark/d_Create_Edge.png"); +} + +.Dark #SplitEdgeImage { + background-image: url("Icons/Dark/d_Split_Edge.png"); +} + +.Dark #GenerateGeometryImage { + background-image: url("Icons/Dark/d_Generate_Geometry.png"); +} + +.Checked #SelectGeometryImage { + background-image: url("Icons/Selected/Edit_Geometry.png"); +} + +.Checked #CreateVertexImage { + background-image: url("Icons/Selected/Create_Vertex.png"); +} + +.Checked #CreateEdgeImage { + background-image: url("Icons/Selected/Create_Edge.png"); +} + +.Checked #SplitEdgeImage { + background-image: url("Icons/Selected/Split_Edge.png"); +} + +.Checked #GenerateGeometryImage { + background-image: url("Icons/Selected/Generate_Geometry.png"); +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbarStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbarStyle.uss.meta new file mode 100644 index 00000000..e8631b50 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/MeshToolbarStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 230294e66b45c7e4696341b7c6f0eea5 +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanel.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanel.uxml new file mode 100644 index 00000000..b3abf32f --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanel.uxml @@ -0,0 +1,29 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanel.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanel.uxml.meta new file mode 100644 index 00000000..86fafd25 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanel.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7bbb98f319252794fab775275aa2632d +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanelStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanelStyle.uss new file mode 100644 index 00000000..dbe67f08 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanelStyle.uss @@ -0,0 +1,7 @@ +/**********************************************************************************************************************/ +/* PastePanel */ +/**********************************************************************************************************************/ + +#PastePanel { + height: 140px; +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanelStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanelStyle.uss.meta new file mode 100644 index 00000000..ae025f0d --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/PastePanelStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 2362443a3fd04784d9c18412e771c7fa +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader new file mode 100644 index 00000000..efae6ade --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader @@ -0,0 +1,100 @@ + +Shader "Hidden/SkinningModule-GUITextureClip" +{ + Properties { + _MainTex ("Texture", Any) = "white" {} + _Opacity ("Opacity", Float) = 1 + _VertexColorBlend ("VertexColorBlend", Float) = 0 + _Color ("Tint", Color) = (1,1,1,1) + } + + CGINCLUDE + #pragma vertex vert + #pragma fragment frag + #pragma target 2.0 + + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float2 clipUV : TEXCOORD1; + UNITY_VERTEX_OUTPUT_STEREO + }; + + sampler2D _MainTex; + sampler2D _GUIClipTexture; + + uniform float4 _MainTex_ST; + fixed4 _Color; + uniform fixed _Opacity; + uniform fixed _VertexColorBlend; + uniform float4x4 unity_GUIClipTextureMatrix; + uniform bool _AdjustLinearForGamma; + + v2f vert (appdata_t v) + { + v2f o; + UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + o.vertex = UnityObjectToClipPos(v.vertex); + float3 eyePos = UnityObjectToViewPos(v.vertex); + o.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0)); + o.color = v.color; + o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex); + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + fixed4 col = tex2D(_MainTex, i.texcoord) * _Color; + + if (_AdjustLinearForGamma) + col.rgb = LinearToGammaSpace(col.rgb); + + col = lerp(col, i.color, _VertexColorBlend); + col.a *= tex2D(_GUIClipTexture, i.clipUV).a * _Opacity; + return col; + } + ENDCG + + SubShader { + + Tags { "ForceSupported" = "True" } + + Lighting Off + Blend SrcAlpha OneMinusSrcAlpha, One One + Cull Off + ZWrite Off + ZTest Always + + Pass { + CGPROGRAM + ENDCG + } + } + + SubShader { + + Tags { "ForceSupported" = "True" } + + Lighting Off + Blend SrcAlpha OneMinusSrcAlpha + Cull Off + ZWrite Off + ZTest Always + + Pass { + CGPROGRAM + ENDCG + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader.meta new file mode 100644 index 00000000..65803017 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SkinningModule-GUITextureClip.shader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bedd19944f451ba4d83e7ed69be98d5c +ShaderImporter: + externalObjects: {} + defaultTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBitMask.shader b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBitMask.shader new file mode 100644 index 00000000..39eeb541 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBitMask.shader @@ -0,0 +1,70 @@ +Shader "com.unity3d.animation/SpriteBitmask" +{ + Properties + { + _MainTex("Sprite Texture", 2D) = "white" {} + } + + SubShader + { + Tags + { + "Queue" = "Transparent" + "IgnoreProjector" = "True" + "RenderType" = "Opaque" + "PreviewType" = "Plane" + } + + Cull Off + Lighting Off + ZWrite Off + Blend Off + ColorMask A + + Pass + { + CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + sampler2D _MainTex; + + v2f vert(appdata_t IN) + { + v2f OUT; + OUT.vertex = UnityObjectToClipPos(IN.vertex); + OUT.texcoord = IN.texcoord; + OUT.color = IN.color; + return OUT; + } + + fixed4 SampleSpriteTexture(float2 uv) + { + fixed4 color = tex2D(_MainTex, uv); + return color; + } + + fixed4 frag(v2f IN) : SV_Target + { + fixed4 c = SampleSpriteTexture(IN.texcoord); + return c; + } + ENDCG + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBitMask.shader.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBitMask.shader.meta new file mode 100644 index 00000000..805a2035 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBitMask.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3230fdc399f8287488325e5941a00527 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml new file mode 100644 index 00000000..5e17e070 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml @@ -0,0 +1,17 @@ + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml.meta new file mode 100644 index 00000000..a7c09d25 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidget.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 92fd05e0a13c5e74f8eca8a4beac1fd7 +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss new file mode 100644 index 00000000..344a91cd --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss @@ -0,0 +1,190 @@ +#HeaderImage +{ + background-image: resource("Builtin Skins/LightSkin/images/rol-header.png"); + -unity-slice-left: 4; + -unity-slice-right: 4; + -unity-slice-top: 3; + -unity-slice-bottom: 2; + + /* GUIStyle.clipping */ + overflow : hidden; + + /* GUIStyle.contentOffset */ + /*-unity-content-offset: 0 -1;*/ + + /* GUIStyle.fixedHeight */ + height: 18px; +} + +.Dark . #HeaderImage +{ + background-image: resource("Builtin Skins/DarkSkin/images/d_rol-header.png"); +} + + +#HeaderText +{ + -unity-text-align : middle-center; +} + +#ListView +{ + background-image: resource("Builtin Skins/LightSkin/images/rol-body.png"); + flex: 1 auto; + -unity-slice-left: 6; + -unity-slice-right: 3; + -unity-slice-bottom: 6; + height : 130px; + border-bottom-width : 5px; + border-left-width : 1px; + border-right-width : 1px; +} + + +.Dark . #ListView +{ + background-image: resource("Builtin Skins/DarkSkin/images/d_rol-body.png"); +} + +#ListRow +{ + -unity-text-align : middle-center; +} + +.ListRowOddColor +{ + background-color: #DFDFDF; +} + +.ListRowEvenColor +{ + background-color: #D8D8D8; +} + +.Dark . .ListRowOddColor +{ + background-color: #373737; +} + +.Dark .ListRowEvenColor +{ + background-color: #3C3C3C; +} + +SelectListView . .unity-list-view__item--selected +{ + background-image: resource("Builtin Skins/LightSkin/images/ro_selected_l.png"); + -unity-slice-left: 2; + -unity-slice-right: 2; + -unity-slice-bottom: 3; +} + +.Dark . SelectListView . .unity-list-view__item--selected +{ + background-image: resource("Builtin Skins/DarkSkin/images/ro_selected_d.png"); +} + +ScrollView +{ + flex :1 0 auto; +} + +.Dark . #ContentBackgroundImage +{ + background-image: resource("Builtin Skins/DarkSkin/images/d_rol-body.png"); +} + +#ButtonsContainer +{ + flex-direction : row; + align-self : flex-end; + background-image: resource("Builtin Skins/LightSkin/images/rol-tab.png"); + -unity-slice-left: 4; + -unity-slice-right: 4; + -unity-slice-top: 3; + -unity-slice-bottom: 4; + height: 18px; + width : 48px; + top : -3px; +} + +.Dark . #ButtonsContainer +{ + background-image: resource("Builtin Skins/DarkSkin/images/d_rol-tab.png"); +} + +#AddButton +{ + background-image: resource("Icons/Toolbar Plus.png"); +} + +.unity-button +{ + flex : 0 0 auto; + -unity-slice-left: 0; + -unity-slice-right: 0; + -unity-slice-top: 0; + -unity-slice-bottom: 0; + align-self: center; + -unity-background-scale-mode : scale-to-fit; + background-color: rgb(221, 221, 221); + margin-top : 2px; + margin-bottom : 2px; + margin-left : 2px; + margin-right : 2px; + padding-top : 0; + padding-bottom : 0; + padding-left : 0; + padding-right : 0; + min-height : 0; + height : 16px; + width : 16px; +} + +#AddButton:hover { + background-color: rgb(255, 255, 255); +} + +.Dark #AddButton:hover { + /* GUIState.textColor */ + background-color: rgb(128, 128, 128); +} +.Dark . #AddButton +{ + background-image: resource("Icons/d_Toolbar Plus.png"); + background-color: rgba(255, 255, 255,0); +} + +#RemoveButton +{ + background-image: resource("Icons/Toolbar Minus.png"); +} + +.Dark . #RemoveButton +{ + background-image: resource("Icons/d_Toolbar Minus.png"); + background-color: rgba(255, 255, 255, 0); +} + +#RemoveButton:hover { + /* GUIState.textColor */ + background-color: rgb(255, 255, 255); +} + +.Dark #RemoveButton:hover { + /* GUIState.textColor */ + background-color: rgb(128, 128, 128); +} + + +Button:disabled { + opacity: 0.5; +} + +LayoutOverlay > #HorizontalHolder > #RightOverlay PopupWindow Slider { + flex: 1 0; + margin-left : 0; + margin-top :16px; + margin-right : 0; + margin-bottom :16px; +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss.meta new file mode 100644 index 00000000..ec6047db --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 1ccfed20edd16d54da530aa222a54372 +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml new file mode 100644 index 00000000..21b64232 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml @@ -0,0 +1,8 @@ + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml.meta new file mode 100644 index 00000000..f264f9ca --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindow.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5d2935f038257c44998f9aeec57d2ae7 +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss new file mode 100644 index 00000000..bb022554 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss @@ -0,0 +1,15 @@ + +SpriteBoneInfluenceWindow +{ + height: 200px; +} + +SpriteBoneInfluenceWindowListWidget +{ + flex: 1; +} + +SpriteBoneInfluenceWindowTreeViewWidget +{ + flex: 1; +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss.meta new file mode 100644 index 00000000..05bfda0f --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteBoneInfluenceWindowStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 72c98894fc0953a4486e96fa2cff6f8d +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteOutline.shader b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteOutline.shader new file mode 100644 index 00000000..fa391bb1 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteOutline.shader @@ -0,0 +1,119 @@ +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "com.unity3d.animation/SpriteOutline" +{ + Properties + { + _MainTex("Sprite Texture", 2D) = "white" {} + _OutlineSize("Outline Size", Float) = 1 + _OutlineColor("Outline Color", Color) = (1,0,1,1) + } + + SubShader + { + Tags + { + "Queue" = "Transparent" + "IgnoreProjector" = "True" + "RenderType" = "Transparent" + } + + Cull Off + Lighting Off + ZWrite Off + Blend SrcAlpha OneMinusSrcAlpha + + Pass + { + CGPROGRAM +#pragma vertex vert +#pragma fragment frag +#include "UnityCG.cginc" + + struct appdata_t + { + float4 vertex : POSITION; + float4 color : COLOR; + float2 texcoord : TEXCOORD0; + }; + + struct v2f + { + float4 vertex : SV_POSITION; + fixed4 color : COLOR; + float2 texcoord : TEXCOORD0; + float2 clipUV : TEXCOORD1; + }; + + float _Outline; + fixed4 _OutlineColor; + uniform float4 _MainTex_ST; + uniform float4x4 unity_GUIClipTextureMatrix; + uniform bool _AdjustLinearForGamma; + sampler2D _GUIClipTexture; + v2f vert(appdata_t IN) + { + v2f OUT; + OUT.vertex = UnityObjectToClipPos(IN.vertex); + OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex); + OUT.color = IN.color; + float3 eyePos = UnityObjectToViewPos(IN.vertex); + OUT.clipUV = mul(unity_GUIClipTextureMatrix, float4(eyePos.xy, 0, 1.0)); + + return OUT; + } + + sampler2D _MainTex; + sampler2D _AlphaTex; + float4 _MainTex_TexelSize; + fixed _OutlineSize; + fixed4 _ObjectSize; + + fixed4 frag(v2f i) : SV_Target + { + if (tex2D(_GUIClipTexture, i.clipUV).a == 0) + discard; + + float width = _OutlineSize*_MainTex_TexelSize.x; + float height = _OutlineSize*_MainTex_TexelSize.y; + + float2 texPos = i.texcoord + float2(-width, -height); + half a1 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0; + texPos = i.texcoord + float2(0, -height); + half a2 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0; + texPos = i.texcoord + float2(+width, -height); + half a3 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0; + + texPos = i.texcoord + float2(-width, 0); + half a4 =texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0; + texPos = i.texcoord + float2(+width, 0); + half a6 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0; + + texPos = i.texcoord + float2(-width, +height); + half a7 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0; + texPos = i.texcoord + float2(0, +height); + half a8 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0; + texPos = i.texcoord + float2(+width, +height); + half a9 = texPos.x >= 0 && texPos.y >= 0 && texPos.x <= 1 && texPos.y <= 1 ? tex2D(_MainTex, texPos).a : 0; + + half gx = -a1 - a2 - a3 + a7 + a8 + a9; + half gy = -a1 - a4 - a7 + a3 + a6 + a9; + + half w = sqrt(gx * gx + gy * gy) * 1.25; + + float4 c = _OutlineColor; + if (w >= 1) + { + if (_AdjustLinearForGamma) + c.rgb = LinearToGammaSpace(c.rgb); + } + else + discard; + + return c; + + } + ENDCG + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteOutline.shader.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteOutline.shader.meta new file mode 100644 index 00000000..b8e06211 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/SpriteOutline.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 0a8f4dcd626bcd14bbbfa5a5e116b16e +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/ToolbarStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/ToolbarStyle.uss new file mode 100644 index 00000000..cb573a89 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/ToolbarStyle.uss @@ -0,0 +1,81 @@ +/**********************************************************************************************************************/ +/* Toolbar */ +/**********************************************************************************************************************/ + +.Toolbar { + flex:0 0 auto; + padding-bottom : 10px; +} + +Button { + align-items: center; + margin-left: 1px; + margin-right: 1px; + margin-top: 1px; + margin-bottom: 1px; + flex-direction : row; + border-left-width: 1px; + border-right-width: 1px; + border-bottom-width: 1px; + border-top-width: 1px; + border-top-left-radius: 3px; + border-top-right-radius: 3px; + border-bottom-left-radius: 3px; + border-bottom-right-radius: 3px; + padding-left:2px; + padding-right:2px; + padding-bottom:2px; + padding-top:2px; +} + +Button > Image { + width: 16px; + height: 16px; +} + +.Collapse Button { + margin-top: -1px; + width: 26px; + height: 26px; +} + +Button > .unity-label { + margin-left: 2px; + margin-right: 0; + margin-top: 0; + margin-bottom: 0; + padding-left: 0; + padding-right: 0; + padding-top: 0; + padding-bottom: 0; + -unity-text-align : middle-left; +} + +.Collapse Button > Label { + display: none; +} + +.unity-button:checked { + background-color: #747474; +} + +PopupWindow { + border-left-width :2px; + border-right-width :2px; +} + +.Dark PopupWindow{ +} + +.Collapse PopupWindow +{ + color: rgba(255, 255, 255, 0); + background-color: rgba(255, 255, 255, 0); + border-color: rgba(255, 255, 255, 0); + align-items: center; +} + +.Collapse PopupWindow > VisualElement +{ + padding-top: 4px; +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/ToolbarStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/ToolbarStyle.uss.meta new file mode 100644 index 00000000..5b9afa10 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/ToolbarStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 449db082dbe14ec4b97d3e130d5c71b4 +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityTool.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityTool.uss new file mode 100644 index 00000000..27626a19 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityTool.uss @@ -0,0 +1,238 @@ +VisibilityToolWindow { + flex:1 0; + width : 250px; + flex-direction: row-reverse; + padding-bottom : 10px; +} + +VisibilityToolWindow > PopupWindow{ + flex : 1 0; +} + +VisibilityToolWindow > PopupWindow > #unity-content-container{ + flex : 1 0; +} + +BoneVisibilityToolView{ + flex:1 0 auto; +} + +SpriteVisibilityToolView{ + flex:1 0 auto; +} + +MeshVisibilityToolView{ + flex:1 0 auto; +} + +#VisibilityToolSelection{ + max-height : 20px; + flex-direction : row; + flex: 1 0 auto; +} + +#VisibilityToolContainer{ + padding-bottom : 45px; +} + +#VisibilityToolSelection > Label{ + flex:1 0 auto; +} + +#HierarchyToolButtonImage{ + background-image: resource("Icons/HierarchyTool"); +} + +#VisibilityToolSelection > Button{ + margin-top: 0; + margin-left: 0; + margin-bottom: 0; + margin-right: 0; + padding-top: 0; + padding-left: 0; + padding-bottom: 0; + padding-right: 0; + border-left-width: 0; + border-top-width: 0; + border-right-width: 0; + border-bottom-width: 0; + cursor : link; +} + + +.visibilityToolTab { + background-image: none; + color: #505050; + -unity-slice-left: 6; + -unity-slice-top: 4; + -unity-slice-right: 6; + -unity-slice-bottom: 4; + flex :1 0 auto; + margin-top: 0; + margin-left: 0; + margin-bottom: 0; + margin-right: 0; + padding-top: 0; + padding-left: 0; + padding-bottom: 0; + padding-right: 0; + border-left-width: 0; + border-top-width: 0; + border-right-width: 0; + border-bottom-width: 0; +} + +.visibilityToolTabDark{ + color: #B4B4B4; +} + +.visibilityToolTab:checked{ + background-image: resource("Builtin Skins/LightSkin/Images/tabbar on f.png"); + color: #505050; + flex :1 0 auto; + -unity-slice-left: 6; + -unity-slice-top: 4; + -unity-slice-right: 6; + -unity-slice-bottom: 4; + margin-top: 0; + margin-left: 0; + margin-bottom: 0; + margin-right: 0; + padding-top: 0; + padding-left: 0; + padding-bottom: 0; + padding-right: 0; + border-left-width: 0; + border-top-width: 0; + border-right-width: 0; + +} + +.visibilityToolTabDark:checked{ + background-image: resource("Builtin Skins/DarkSkin/Images/tabbar on f.png"); + color: #B4B4B4; +} + +.visibilityToolTab:hover:active:checked{ + background-image: resource("Builtin Skins/LightSkin/Images/tabbar on.png"); + flex :1 0 auto; + -unity-slice-left: 6; + -unity-slice-top: 4; + -unity-slice-right: 6; + -unity-slice-bottom: 4; + margin-top: 0; + margin-left: 0; + margin-bottom: 0; + margin-right: 0; + padding-top: 0; + padding-left: 0; + padding-bottom: 0; + padding-right: 0; + border-left-width: 0; + border-top-width: 0; + border-right-width: 0; + border-bottom-width: 0; +} + +.visibilityToolTabDark:hover:active:checked{ + background-image: resource("Builtin Skins/DarkSkin/Images/tabbar on.png"); +} + +.visibilityToolTab:hover:active{ + background-image: resource("Builtin Skins/LightSkin/Images/tabbar on.png"); + color: #505050; + flex :1 0 auto; + -unity-slice-left: 6; + -unity-slice-top: 4; + -unity-slice-right: 6; + -unity-slice-bottom: 4; + margin-top: 0; + margin-left: 0; + margin-bottom: 0; + margin-right: 0; + padding-top: 0; + padding-left: 0; + padding-bottom: 0; + padding-right: 0; + border-left-width: 0; + border-top-width: 0; + border-right-width: 0; + border-bottom-width: 0; +} + +.visibilityToolTabDark:hover:active{ + background-image: resource("Builtin Skins/DarkSkin/Images/tabbar on.png"); +} + +#OpacitySliderGroup +{ + margin-bottom : 5px; + flex-direction:row; + flex : 1 0 auto; + max-height : 16px; +} + +#BoneOpacitySliderGroup +{ + flex-direction:row; + height : 16px; +} + +#MeshOpacitySliderGroup +{ + flex-direction:row; + height : 16px; +} + +#MeshOpacitySlider +{ + align-self : center; + flex : 1 0; +} + +#BoneOpacitySlider +{ + align-self : center; + flex : 1 0; +} + + +#BoneOpacitySliderIcon +{ + background-image: url("Icons/Light/Bone.png"); + width : 16px; + height : 16px; +} + +#MeshOpacitySliderIcon +{ + background-image: url("Icons/Light/Mesh.png"); + width : 16px; + height : 16px; +} + +.Dark #BoneOpacitySliderIcon +{ + background-image: url("Icons/Dark/d_Bone.png"); + width : 16px; + height : 16px; +} + +.Dark #MeshOpacitySliderIcon +{ + background-image: url("Icons/Dark/d_Mesh.png"); + width : 16px; + height : 16px; +} + +BoneReparentToolView +{ + flex : 1 0 auto; +} + +#Resizer +{ + cursor : resize-horizontal; + min-width: 20px; + margin-right: -15px; +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityTool.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityTool.uss.meta new file mode 100644 index 00000000..f2883b81 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityTool.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 3cb521b5cc4956f4a9018b9e357aa680 +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolWindow.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolWindow.uxml new file mode 100644 index 00000000..5ce850e4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolWindow.uxml @@ -0,0 +1,20 @@ + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolWindow.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolWindow.uxml.meta new file mode 100644 index 00000000..1c5efd07 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolWindow.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7c5cb5d0bb89666419fa44a3e64ed366 +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolbar.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolbar.uxml new file mode 100644 index 00000000..41f0d9ed --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolbar.uxml @@ -0,0 +1,8 @@ + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolbar.uxml.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolbar.uxml.meta new file mode 100644 index 00000000..7c157cdb --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/VisibilityToolbar.uxml.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2cea33b1d0032174c8833d64fbf31529 +ScriptedImporter: + fileIDToRecycleName: + 11400000: tree + 11400002: inlineStyle + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/WeightInspectorIMGUIPanelStyle.uss b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/WeightInspectorIMGUIPanelStyle.uss new file mode 100644 index 00000000..4307be17 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/WeightInspectorIMGUIPanelStyle.uss @@ -0,0 +1,11 @@ +/**********************************************************************************************************************/ +/* WeightInspectorIMGUIPanel */ +/**********************************************************************************************************************/ + +#WeightInspectorIMGUIPanel { + flex-direction: column; + height: 120px; +} + +#WeightInspectorIMGUIPanel IMGUIContainer { +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/WeightInspectorIMGUIPanelStyle.uss.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/WeightInspectorIMGUIPanelStyle.uss.meta new file mode 100644 index 00000000..886e5b42 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/WeightInspectorIMGUIPanelStyle.uss.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 31c817456951a8b4f9c5a038f633223c +ScriptedImporter: + fileIDToRecycleName: + 11400000: stylesheet + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 12385, guid: 0000000000000000e000000000000000, type: 0} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/WeightPainterPanel.uxml b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/WeightPainterPanel.uxml new file mode 100644 index 00000000..0d74711b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/WeightPainterPanel.uxml @@ -0,0 +1,48 @@ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/WeightPainterPanel.uxml.meta b/Final Lab/Jogo 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Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Assets/SkinningModule/WeightPainterPanelStyle.uss @@ -0,0 +1,59 @@ +/**********************************************************************************************************************/ +/* WeightPainterPanel */ +/**********************************************************************************************************************/ + +#WeightPainterPanel.BrushMode { + height: 165px; +} + +#WeightPainterPanel.SliderMode { + height: 230px; +} + +#WeightPainterPanel.BrushMode #Amount.form-row { + display: none; +} + +#WeightPainterPanel.SliderMode #Size.form-row, +#WeightPainterPanel.SliderMode #Hardness.form-row, +#WeightPainterPanel.SliderMode #Step.form-row { + display: none; +} + +#WeightsInspector{ + flex : 1; + margin-left : 4px; + margin-right : 4px; +} + + +.BrushMode #WeightsInspector{ + display: none; + margin-left : 0; + margin-right : 0; + flex : 0; +} + + + #divider{ + height : 2px; + margin-top:5px; + 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assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ClipperLib/clipper.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ClipperLib/clipper.cs new file mode 100644 index 00000000..9dd720c2 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ClipperLib/clipper.cs @@ -0,0 +1,4913 @@ +/******************************************************************************* +* * +* Author : Angus Johnson * +* Version : 6.4.2 * +* Date : 27 February 2017 * +* Website : http://www.angusj.com * +* Copyright : Angus Johnson 2010-2017 * +* * +* License: * +* Use, modification & distribution is subject to Boost Software License Ver 1. * +* http://www.boost.org/LICENSE_1_0.txt * +* * +* Attributions: * +* The code in this library is an extension of Bala Vatti's clipping algorithm: * +* "A generic solution to polygon clipping" * +* Communications of the ACM, Vol 35, Issue 7 (July 1992) pp 56-63. * +* http://portal.acm.org/citation.cfm?id=129906 * +* * +* Computer graphics and geometric modeling: implementation and algorithms * +* By Max K. Agoston * +* Springer; 1 edition (January 4, 2005) * +* http://books.google.com/books?q=vatti+clipping+agoston * +* * +* See also: * +* "Polygon Offsetting by Computing Winding Numbers" * +* Paper no. DETC2005-85513 pp. 565-575 * +* ASME 2005 International Design Engineering Technical Conferences * +* and Computers and Information in Engineering Conference (IDETC/CIE2005) * +* September 24-28, 2005 , Long Beach, California, USA * +* http://www.me.berkeley.edu/~mcmains/pubs/DAC05OffsetPolygon.pdf * +* * +*******************************************************************************/ + +/******************************************************************************* +* * +* This is a translation of the Delphi Clipper library and the naming style * +* used has retained a Delphi flavour. * +* * +*******************************************************************************/ + +//use_int32: When enabled 32bit ints are used instead of 64bit ints. This +//improve performance but coordinate values are limited to the range +/- 46340 +//#define use_int32 + +//use_xyz: adds a Z member to IntPoint. Adds a minor cost to performance. +//#define use_xyz + +//use_lines: Enables open path clipping. Adds a very minor cost to performance. +#define use_lines + + +using System; +using System.Collections.Generic; +//using System.Text; //for Int128.AsString() & StringBuilder +//using System.IO; //debugging with streamReader & StreamWriter +//using System.Windows.Forms; //debugging to clipboard + +namespace UnityEditor.U2D.Animation.ClipperLib +{ + +#if use_int32 + using cInt = Int32; +#else + using cInt = Int64; +#endif + + using Path = List; + using Paths = List>; + + internal struct DoublePoint + { + public double X; + public double Y; + + public DoublePoint(double x = 0, double y = 0) + { + this.X = x; this.Y = y; + } + public DoublePoint(DoublePoint dp) + { + this.X = dp.X; this.Y = dp.Y; + } + public DoublePoint(IntPoint ip) + { + this.X = ip.X; this.Y = ip.Y; + } + }; + + + //------------------------------------------------------------------------------ + // PolyTree & PolyNode classes + //------------------------------------------------------------------------------ + + internal class PolyTree : PolyNode + { + internal List m_AllPolys = new List(); + + //The GC probably handles this cleanup more efficiently ... + //~PolyTree(){Clear();} + + public void Clear() + { + for (int i = 0; i < m_AllPolys.Count; i++) + m_AllPolys[i] = null; + m_AllPolys.Clear(); + m_Childs.Clear(); + } + + public PolyNode GetFirst() + { + if (m_Childs.Count > 0) + return m_Childs[0]; + else + return null; + } + + public int Total + { + get + { + int result = m_AllPolys.Count; + //with negative offsets, ignore the hidden outer polygon ... + if (result > 0 && m_Childs[0] != m_AllPolys[0]) result--; + return result; + } + } + + } + + internal class PolyNode + { + internal PolyNode m_Parent; + internal Path m_polygon = new Path(); + internal int m_Index; + internal JoinType m_jointype; + internal EndType m_endtype; + internal List m_Childs = new List(); + + private bool IsHoleNode() + { + bool result = true; + PolyNode node = m_Parent; + while (node != null) + { + result = !result; + node = node.m_Parent; + } + return result; + } + + public int ChildCount + { + get { return m_Childs.Count; } + } + + public Path Contour + { + get { return m_polygon; } + } + + internal void AddChild(PolyNode Child) + { + int cnt = m_Childs.Count; + m_Childs.Add(Child); + Child.m_Parent = this; + Child.m_Index = cnt; + } + + public PolyNode GetNext() + { + if (m_Childs.Count > 0) + return m_Childs[0]; + else + return GetNextSiblingUp(); + } + + internal PolyNode GetNextSiblingUp() + { + if (m_Parent == null) + return null; + else if (m_Index == m_Parent.m_Childs.Count - 1) + return m_Parent.GetNextSiblingUp(); + else + return m_Parent.m_Childs[m_Index + 1]; + } + + public List Childs + { + get { return m_Childs; } + } + + public PolyNode Parent + { + get { return m_Parent; } + } + + public bool IsHole + { + get { return IsHoleNode(); } + } + + public bool IsOpen { get; set; } + } + + + //------------------------------------------------------------------------------ + // Int128 struct (enables safe math on signed 64bit integers) + // eg Int128 val1((Int64)9223372036854775807); //ie 2^63 -1 + // Int128 val2((Int64)9223372036854775807); + // Int128 val3 = val1 * val2; + // val3.ToString => "85070591730234615847396907784232501249" (8.5e+37) + //------------------------------------------------------------------------------ + + internal struct Int128 + { + private Int64 hi; + private UInt64 lo; + + public Int128(Int64 _lo) + { + lo = (UInt64)_lo; + if (_lo < 0) hi = -1; + else hi = 0; + } + + public Int128(Int64 _hi, UInt64 _lo) + { + lo = _lo; + hi = _hi; + } + + public Int128(Int128 val) + { + hi = val.hi; + lo = val.lo; + } + + public bool IsNegative() + { + return hi < 0; + } + + public static bool operator ==(Int128 val1, Int128 val2) + { + if ((object)val1 == (object)val2) return true; + else if ((object)val1 == null || (object)val2 == null) return false; + return (val1.hi == val2.hi && val1.lo == val2.lo); + } + + public static bool operator !=(Int128 val1, Int128 val2) + { + return !(val1 == val2); + } + + public override bool Equals(System.Object obj) + { + if (obj == null || !(obj is Int128)) + return false; + Int128 i128 = (Int128)obj; + return (i128.hi == hi && i128.lo == lo); + } + + public override int GetHashCode() + { + return hi.GetHashCode() ^ lo.GetHashCode(); + } + + public static bool operator >(Int128 val1, Int128 val2) + { + if (val1.hi != val2.hi) + return val1.hi > val2.hi; + else + return val1.lo > val2.lo; + } + + public static bool operator <(Int128 val1, Int128 val2) + { + if (val1.hi != val2.hi) + return val1.hi < val2.hi; + else + return val1.lo < val2.lo; + } + + public static Int128 operator +(Int128 lhs, Int128 rhs) + { + lhs.hi += rhs.hi; + lhs.lo += rhs.lo; + if (lhs.lo < rhs.lo) lhs.hi++; + return lhs; + } + + public static Int128 operator -(Int128 lhs, Int128 rhs) + { + return lhs + -rhs; + } + + public static Int128 operator -(Int128 val) + { + if (val.lo == 0) + return new Int128(-val.hi, 0); + else + return new Int128(~val.hi, ~val.lo + 1); + } + + public static explicit operator double(Int128 val) + { + const double shift64 = 18446744073709551616.0; //2^64 + if (val.hi < 0) + { + if (val.lo == 0) + return (double)val.hi * shift64; + else + return -(double)(~val.lo + ~val.hi * shift64); + } + else + return (double)(val.lo + val.hi * shift64); + } + + //nb: Constructing two new Int128 objects every time we want to multiply longs + //is slow. So, although calling the Int128Mul method doesn't look as clean, the + //code runs significantly faster than if we'd used the * operator. + + public static Int128 Int128Mul(Int64 lhs, Int64 rhs) + { + bool negate = (lhs < 0) != (rhs < 0); + if (lhs < 0) lhs = -lhs; + if (rhs < 0) rhs = -rhs; + UInt64 int1Hi = (UInt64)lhs >> 32; + UInt64 int1Lo = (UInt64)lhs & 0xFFFFFFFF; + UInt64 int2Hi = (UInt64)rhs >> 32; + UInt64 int2Lo = (UInt64)rhs & 0xFFFFFFFF; + + //nb: see comments in clipper.pas + UInt64 a = int1Hi * int2Hi; + UInt64 b = int1Lo * int2Lo; + UInt64 c = int1Hi * int2Lo + int1Lo * int2Hi; + + UInt64 lo; + Int64 hi; + hi = (Int64)(a + (c >> 32)); + + unchecked { lo = (c << 32) + b; } + if (lo < b) hi++; + Int128 result = new Int128(hi, lo); + return negate ? -result : result; + } + + }; + + //------------------------------------------------------------------------------ + //------------------------------------------------------------------------------ + + internal struct IntPoint + { + public cInt X; + public cInt Y; +#if use_xyz + public cInt Z; + + public IntPoint(cInt x, cInt y, cInt z = 0) + { + this.X = x; this.Y = y; this.Z = z; + } + + public IntPoint(double x, double y, double z = 0) + { + this.X = (cInt)x; this.Y = (cInt)y; this.Z = (cInt)z; + } + + public IntPoint(DoublePoint dp) + { + this.X = (cInt)dp.X; this.Y = (cInt)dp.Y; this.Z = 0; + } + + public IntPoint(IntPoint pt) + { + this.X = pt.X; this.Y = pt.Y; this.Z = pt.Z; + } +#else + public IntPoint(cInt X, cInt Y) + { + this.X = X; this.Y = Y; + } + public IntPoint(double x, double y) + { + this.X = (cInt)x; this.Y = (cInt)y; + } + + public IntPoint(IntPoint pt) + { + this.X = pt.X; this.Y = pt.Y; + } +#endif + + public static bool operator ==(IntPoint a, IntPoint b) + { + return a.X == b.X && a.Y == b.Y; + } + + public static bool operator !=(IntPoint a, IntPoint b) + { + return a.X != b.X || a.Y != b.Y; + } + + public override bool Equals(object obj) + { + if (obj == null) return false; + if (obj is IntPoint) + { + IntPoint a = (IntPoint)obj; + return (X == a.X) && (Y == a.Y); + } + else return false; + } + + public override int GetHashCode() + { + //simply prevents a compiler warning + return base.GetHashCode(); + } + + }// end struct IntPoint + + internal struct IntRect + { + public cInt left; + public cInt top; + public cInt right; + public cInt bottom; + + public IntRect(cInt l, cInt t, cInt r, cInt b) + { + this.left = l; this.top = t; + this.right = r; this.bottom = b; + } + public IntRect(IntRect ir) + { + this.left = ir.left; this.top = ir.top; + this.right = ir.right; this.bottom = ir.bottom; + } + } + + internal enum ClipType { ctIntersection, ctUnion, ctDifference, ctXor }; + internal enum PolyType { ptSubject, ptClip }; + + //By far the most widely used winding rules for polygon filling are + //EvenOdd & NonZero (GDI, GDI+, XLib, OpenGL, Cairo, AGG, Quartz, SVG, Gr32) + //Others rules include Positive, Negative and ABS_GTR_EQ_TWO (only in OpenGL) + //see http://glprogramming.com/red/chapter11.html + internal enum PolyFillType { pftEvenOdd, pftNonZero, pftPositive, pftNegative }; + + internal enum JoinType { jtSquare, jtRound, jtMiter }; + internal enum EndType { etClosedPolygon, etClosedLine, etOpenButt, etOpenSquare, etOpenRound }; + + internal enum EdgeSide {esLeft, esRight}; + internal enum Direction {dRightToLeft, dLeftToRight}; + + internal class TEdge { + internal IntPoint Bot; + internal IntPoint Curr; //current (updated for every new scanbeam) + internal IntPoint Top; + internal IntPoint Delta; + internal double Dx; + internal PolyType PolyTyp; + internal EdgeSide Side; //side only refers to current side of solution poly + internal int WindDelta; //1 or -1 depending on winding direction + internal int WindCnt; + internal int WindCnt2; //winding count of the opposite polytype + internal int OutIdx; + internal TEdge Next; + internal TEdge Prev; + internal TEdge NextInLML; + internal TEdge NextInAEL; + internal TEdge PrevInAEL; + internal TEdge NextInSEL; + internal TEdge PrevInSEL; + }; + + internal class IntersectNode + { + internal TEdge Edge1; + internal TEdge Edge2; + internal IntPoint Pt; + }; + + internal class MyIntersectNodeSort : IComparer + { + public int Compare(IntersectNode node1, IntersectNode node2) + { + cInt i = node2.Pt.Y - node1.Pt.Y; + if (i > 0) return 1; + else if (i < 0) return -1; + else return 0; + } + } + + internal class LocalMinima + { + internal cInt Y; + internal TEdge LeftBound; + internal TEdge RightBound; + internal LocalMinima Next; + }; + + internal class Scanbeam + { + internal cInt Y; + internal Scanbeam Next; + }; + + internal class Maxima + { + internal cInt X; + internal Maxima Next; + internal Maxima Prev; + }; + + //OutRec: contains a path in the clipping solution. Edges in the AEL will + //carry a pointer to an OutRec when they are part of the clipping solution. + internal class OutRec + { + internal int Idx; + internal bool IsHole; + internal bool IsOpen; + internal OutRec FirstLeft; //see comments in clipper.pas + internal OutPt Pts; + internal OutPt BottomPt; + internal PolyNode PolyNode; + }; + + internal class OutPt + { + internal int Idx; + internal IntPoint Pt; + internal OutPt Next; + internal OutPt Prev; + }; + + internal class Join + { + internal OutPt OutPt1; + internal OutPt OutPt2; + internal IntPoint OffPt; + }; + + internal class ClipperBase + { + internal const double horizontal = -3.4E+38; + internal const int Skip = -2; + internal const int Unassigned = -1; + internal const double tolerance = 1.0E-20; + internal static bool near_zero(double val){return (val > -tolerance) && (val < tolerance);} + +#if use_int32 + public const cInt loRange = 0x7FFF; + public const cInt hiRange = 0x7FFF; +#else + public const cInt loRange = 0x3FFFFFFF; + public const cInt hiRange = 0x3FFFFFFFFFFFFFFFL; +#endif + + internal LocalMinima m_MinimaList; + internal LocalMinima m_CurrentLM; + internal List> m_edges = new List>(); + internal Scanbeam m_Scanbeam; + internal List m_PolyOuts; + internal TEdge m_ActiveEdges; + internal bool m_UseFullRange; + internal bool m_HasOpenPaths; + + //------------------------------------------------------------------------------ + + public bool PreserveCollinear + { + get; + set; + } + //------------------------------------------------------------------------------ + + public void Swap(ref cInt val1, ref cInt val2) + { + cInt tmp = val1; + val1 = val2; + val2 = tmp; + } + //------------------------------------------------------------------------------ + + internal static bool IsHorizontal(TEdge e) + { + return e.Delta.Y == 0; + } + //------------------------------------------------------------------------------ + + internal bool PointIsVertex(IntPoint pt, OutPt pp) + { + OutPt pp2 = pp; + do + { + if (pp2.Pt == pt) return true; + pp2 = pp2.Next; + } + while (pp2 != pp); + return false; + } + //------------------------------------------------------------------------------ + + internal bool PointOnLineSegment(IntPoint pt, + IntPoint linePt1, IntPoint linePt2, bool UseFullRange) + { + if (UseFullRange) + return ((pt.X == linePt1.X) && (pt.Y == linePt1.Y)) || + ((pt.X == linePt2.X) && (pt.Y == linePt2.Y)) || + (((pt.X > linePt1.X) == (pt.X < linePt2.X)) && + ((pt.Y > linePt1.Y) == (pt.Y < linePt2.Y)) && + ((Int128.Int128Mul((pt.X - linePt1.X), (linePt2.Y - linePt1.Y)) == + Int128.Int128Mul((linePt2.X - linePt1.X), (pt.Y - linePt1.Y))))); + else + return ((pt.X == linePt1.X) && (pt.Y == linePt1.Y)) || + ((pt.X == linePt2.X) && (pt.Y == linePt2.Y)) || + (((pt.X > linePt1.X) == (pt.X < linePt2.X)) && + ((pt.Y > linePt1.Y) == (pt.Y < linePt2.Y)) && + ((pt.X - linePt1.X) * (linePt2.Y - linePt1.Y) == + (linePt2.X - linePt1.X) * (pt.Y - linePt1.Y))); + } + //------------------------------------------------------------------------------ + + internal bool PointOnPolygon(IntPoint pt, OutPt pp, bool UseFullRange) + { + OutPt pp2 = pp; + while (true) + { + if (PointOnLineSegment(pt, pp2.Pt, pp2.Next.Pt, UseFullRange)) + return true; + pp2 = pp2.Next; + if (pp2 == pp) break; + } + return false; + } + //------------------------------------------------------------------------------ + + internal static bool SlopesEqual(TEdge e1, TEdge e2, bool UseFullRange) + { + if (UseFullRange) + return Int128.Int128Mul(e1.Delta.Y, e2.Delta.X) == + Int128.Int128Mul(e1.Delta.X, e2.Delta.Y); + else return (cInt)(e1.Delta.Y) * (e2.Delta.X) == + (cInt)(e1.Delta.X) * (e2.Delta.Y); + } + //------------------------------------------------------------------------------ + + internal static bool SlopesEqual(IntPoint pt1, IntPoint pt2, + IntPoint pt3, bool UseFullRange) + { + if (UseFullRange) + return Int128.Int128Mul(pt1.Y - pt2.Y, pt2.X - pt3.X) == + Int128.Int128Mul(pt1.X - pt2.X, pt2.Y - pt3.Y); + else return + (cInt)(pt1.Y - pt2.Y) * (pt2.X - pt3.X) - (cInt)(pt1.X - pt2.X) * (pt2.Y - pt3.Y) == 0; + } + //------------------------------------------------------------------------------ + + internal static bool SlopesEqual(IntPoint pt1, IntPoint pt2, + IntPoint pt3, IntPoint pt4, bool UseFullRange) + { + if (UseFullRange) + return Int128.Int128Mul(pt1.Y - pt2.Y, pt3.X - pt4.X) == + Int128.Int128Mul(pt1.X - pt2.X, pt3.Y - pt4.Y); + else return + (cInt)(pt1.Y - pt2.Y) * (pt3.X - pt4.X) - (cInt)(pt1.X - pt2.X) * (pt3.Y - pt4.Y) == 0; + } + //------------------------------------------------------------------------------ + + internal ClipperBase() //constructor (nb: no external instantiation) + { + m_MinimaList = null; + m_CurrentLM = null; + m_UseFullRange = false; + m_HasOpenPaths = false; + } + //------------------------------------------------------------------------------ + + public virtual void Clear() + { + DisposeLocalMinimaList(); + for (int i = 0; i < m_edges.Count; ++i) + { + for (int j = 0; j < m_edges[i].Count; ++j) m_edges[i][j] = null; + m_edges[i].Clear(); + } + m_edges.Clear(); + m_UseFullRange = false; + m_HasOpenPaths = false; + } + //------------------------------------------------------------------------------ + + private void DisposeLocalMinimaList() + { + while( m_MinimaList != null ) + { + LocalMinima tmpLm = m_MinimaList.Next; + m_MinimaList = null; + m_MinimaList = tmpLm; + } + m_CurrentLM = null; + } + //------------------------------------------------------------------------------ + + void RangeTest(IntPoint Pt, ref bool useFullRange) + { + if (useFullRange) + { + if (Pt.X > hiRange || Pt.Y > hiRange || -Pt.X > hiRange || -Pt.Y > hiRange) + throw new ClipperException("Coordinate outside allowed range"); + } + else if (Pt.X > loRange || Pt.Y > loRange || -Pt.X > loRange || -Pt.Y > loRange) + { + useFullRange = true; + RangeTest(Pt, ref useFullRange); + } + } + //------------------------------------------------------------------------------ + + private void InitEdge(TEdge e, TEdge eNext, + TEdge ePrev, IntPoint pt) + { + e.Next = eNext; + e.Prev = ePrev; + e.Curr = pt; + e.OutIdx = Unassigned; + } + //------------------------------------------------------------------------------ + + private void InitEdge2(TEdge e, PolyType polyType) + { + if (e.Curr.Y >= e.Next.Curr.Y) + { + e.Bot = e.Curr; + e.Top = e.Next.Curr; + } + else + { + e.Top = e.Curr; + e.Bot = e.Next.Curr; + } + SetDx(e); + e.PolyTyp = polyType; + } + //------------------------------------------------------------------------------ + + private TEdge FindNextLocMin(TEdge E) + { + TEdge E2; + for (;;) + { + while (E.Bot != E.Prev.Bot || E.Curr == E.Top) E = E.Next; + if (E.Dx != horizontal && E.Prev.Dx != horizontal) break; + while (E.Prev.Dx == horizontal) E = E.Prev; + E2 = E; + while (E.Dx == horizontal) E = E.Next; + if (E.Top.Y == E.Prev.Bot.Y) continue; //ie just an intermediate horz. + if (E2.Prev.Bot.X < E.Bot.X) E = E2; + break; + } + return E; + } + //------------------------------------------------------------------------------ + + private TEdge ProcessBound(TEdge E, bool LeftBoundIsForward) + { + TEdge EStart, Result = E; + TEdge Horz; + + if (Result.OutIdx == Skip) + { + //check if there are edges beyond the skip edge in the bound and if so + //create another LocMin and calling ProcessBound once more ... + E = Result; + if (LeftBoundIsForward) + { + while (E.Top.Y == E.Next.Bot.Y) E = E.Next; + while (E != Result && E.Dx == horizontal) E = E.Prev; + } + else + { + while (E.Top.Y == E.Prev.Bot.Y) E = E.Prev; + while (E != Result && E.Dx == horizontal) E = E.Next; + } + if (E == Result) + { + if (LeftBoundIsForward) Result = E.Next; + else Result = E.Prev; + } + else + { + //there are more edges in the bound beyond result starting with E + if (LeftBoundIsForward) + E = Result.Next; + else + E = Result.Prev; + LocalMinima locMin = new LocalMinima(); + locMin.Next = null; + locMin.Y = E.Bot.Y; + locMin.LeftBound = null; + locMin.RightBound = E; + E.WindDelta = 0; + Result = ProcessBound(E, LeftBoundIsForward); + InsertLocalMinima(locMin); + } + return Result; + } + + if (E.Dx == horizontal) + { + //We need to be careful with open paths because this may not be a + //true local minima (ie E may be following a skip edge). + //Also, consecutive horz. edges may start heading left before going right. + if (LeftBoundIsForward) EStart = E.Prev; + else EStart = E.Next; + if (EStart.Dx == horizontal) //ie an adjoining horizontal skip edge + { + if (EStart.Bot.X != E.Bot.X && EStart.Top.X != E.Bot.X) + ReverseHorizontal(E); + } + else if (EStart.Bot.X != E.Bot.X) + ReverseHorizontal(E); + } + + EStart = E; + if (LeftBoundIsForward) + { + while (Result.Top.Y == Result.Next.Bot.Y && Result.Next.OutIdx != Skip) + Result = Result.Next; + if (Result.Dx == horizontal && Result.Next.OutIdx != Skip) + { + //nb: at the top of a bound, horizontals are added to the bound + //only when the preceding edge attaches to the horizontal's left vertex + //unless a Skip edge is encountered when that becomes the top divide + Horz = Result; + while (Horz.Prev.Dx == horizontal) Horz = Horz.Prev; + if (Horz.Prev.Top.X > Result.Next.Top.X) Result = Horz.Prev; + } + while (E != Result) + { + E.NextInLML = E.Next; + if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Prev.Top.X) + ReverseHorizontal(E); + E = E.Next; + } + if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Prev.Top.X) + ReverseHorizontal(E); + Result = Result.Next; //move to the edge just beyond current bound + } + else + { + while (Result.Top.Y == Result.Prev.Bot.Y && Result.Prev.OutIdx != Skip) + Result = Result.Prev; + if (Result.Dx == horizontal && Result.Prev.OutIdx != Skip) + { + Horz = Result; + while (Horz.Next.Dx == horizontal) Horz = Horz.Next; + if (Horz.Next.Top.X == Result.Prev.Top.X || + Horz.Next.Top.X > Result.Prev.Top.X) Result = Horz.Next; + } + + while (E != Result) + { + E.NextInLML = E.Prev; + if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Next.Top.X) + ReverseHorizontal(E); + E = E.Prev; + } + if (E.Dx == horizontal && E != EStart && E.Bot.X != E.Next.Top.X) + ReverseHorizontal(E); + Result = Result.Prev; //move to the edge just beyond current bound + } + return Result; + } + //------------------------------------------------------------------------------ + + + public bool AddPath(Path pg, PolyType polyType, bool Closed) + { +#if use_lines + if (!Closed && polyType == PolyType.ptClip) + throw new ClipperException("AddPath: Open paths must be subject."); +#else + if (!Closed) + throw new ClipperException("AddPath: Open paths have been disabled."); +#endif + + int highI = (int)pg.Count - 1; + if (Closed) while (highI > 0 && (pg[highI] == pg[0])) --highI; + while (highI > 0 && (pg[highI] == pg[highI - 1])) --highI; + if ((Closed && highI < 2) || (!Closed && highI < 1)) return false; + + //create a new edge array ... + List edges = new List(highI+1); + for (int i = 0; i <= highI; i++) edges.Add(new TEdge()); + + bool IsFlat = true; + + //1. Basic (first) edge initialization ... + edges[1].Curr = pg[1]; + RangeTest(pg[0], ref m_UseFullRange); + RangeTest(pg[highI], ref m_UseFullRange); + InitEdge(edges[0], edges[1], edges[highI], pg[0]); + InitEdge(edges[highI], edges[0], edges[highI - 1], pg[highI]); + for (int i = highI - 1; i >= 1; --i) + { + RangeTest(pg[i], ref m_UseFullRange); + InitEdge(edges[i], edges[i + 1], edges[i - 1], pg[i]); + } + TEdge eStart = edges[0]; + + //2. Remove duplicate vertices, and (when closed) collinear edges ... + TEdge E = eStart, eLoopStop = eStart; + for (;;) + { + //nb: allows matching start and end points when not Closed ... + if (E.Curr == E.Next.Curr && (Closed || E.Next != eStart)) + { + if (E == E.Next) break; + if (E == eStart) eStart = E.Next; + E = RemoveEdge(E); + eLoopStop = E; + continue; + } + if (E.Prev == E.Next) + break; //only two vertices + else if (Closed && + SlopesEqual(E.Prev.Curr, E.Curr, E.Next.Curr, m_UseFullRange) && + (!PreserveCollinear || + !Pt2IsBetweenPt1AndPt3(E.Prev.Curr, E.Curr, E.Next.Curr))) + { + //Collinear edges are allowed for open paths but in closed paths + //the default is to merge adjacent collinear edges into a single edge. + //However, if the PreserveCollinear property is enabled, only overlapping + //collinear edges (ie spikes) will be removed from closed paths. + if (E == eStart) eStart = E.Next; + E = RemoveEdge(E); + E = E.Prev; + eLoopStop = E; + continue; + } + E = E.Next; + if ((E == eLoopStop) || (!Closed && E.Next == eStart)) break; + } + + if ((!Closed && (E == E.Next)) || (Closed && (E.Prev == E.Next))) + return false; + + if (!Closed) + { + m_HasOpenPaths = true; + eStart.Prev.OutIdx = Skip; + } + + //3. Do second stage of edge initialization ... + E = eStart; + do + { + InitEdge2(E, polyType); + E = E.Next; + if (IsFlat && E.Curr.Y != eStart.Curr.Y) IsFlat = false; + } + while (E != eStart); + + //4. Finally, add edge bounds to LocalMinima list ... + + //Totally flat paths must be handled differently when adding them + //to LocalMinima list to avoid endless loops etc ... + if (IsFlat) + { + if (Closed) return false; + E.Prev.OutIdx = Skip; + LocalMinima locMin = new LocalMinima(); + locMin.Next = null; + locMin.Y = E.Bot.Y; + locMin.LeftBound = null; + locMin.RightBound = E; + locMin.RightBound.Side = EdgeSide.esRight; + locMin.RightBound.WindDelta = 0; + for ( ; ; ) + { + if (E.Bot.X != E.Prev.Top.X) ReverseHorizontal(E); + if (E.Next.OutIdx == Skip) break; + E.NextInLML = E.Next; + E = E.Next; + } + InsertLocalMinima(locMin); + m_edges.Add(edges); + return true; + } + + m_edges.Add(edges); + bool leftBoundIsForward; + TEdge EMin = null; + + //workaround to avoid an endless loop in the while loop below when + //open paths have matching start and end points ... + if (E.Prev.Bot == E.Prev.Top) E = E.Next; + + for (;;) + { + E = FindNextLocMin(E); + if (E == EMin) break; + else if (EMin == null) EMin = E; + + //E and E.Prev now share a local minima (left aligned if horizontal). + //Compare their slopes to find which starts which bound ... + LocalMinima locMin = new LocalMinima(); + locMin.Next = null; + locMin.Y = E.Bot.Y; + if (E.Dx < E.Prev.Dx) + { + locMin.LeftBound = E.Prev; + locMin.RightBound = E; + leftBoundIsForward = false; //Q.nextInLML = Q.prev + } else + { + locMin.LeftBound = E; + locMin.RightBound = E.Prev; + leftBoundIsForward = true; //Q.nextInLML = Q.next + } + locMin.LeftBound.Side = EdgeSide.esLeft; + locMin.RightBound.Side = EdgeSide.esRight; + + if (!Closed) locMin.LeftBound.WindDelta = 0; + else if (locMin.LeftBound.Next == locMin.RightBound) + locMin.LeftBound.WindDelta = -1; + else locMin.LeftBound.WindDelta = 1; + locMin.RightBound.WindDelta = -locMin.LeftBound.WindDelta; + + E = ProcessBound(locMin.LeftBound, leftBoundIsForward); + if (E.OutIdx == Skip) E = ProcessBound(E, leftBoundIsForward); + + TEdge E2 = ProcessBound(locMin.RightBound, !leftBoundIsForward); + if (E2.OutIdx == Skip) E2 = ProcessBound(E2, !leftBoundIsForward); + + if (locMin.LeftBound.OutIdx == Skip) + locMin.LeftBound = null; + else if (locMin.RightBound.OutIdx == Skip) + locMin.RightBound = null; + InsertLocalMinima(locMin); + if (!leftBoundIsForward) E = E2; + } + return true; + + } + //------------------------------------------------------------------------------ + + public bool AddPaths(Paths ppg, PolyType polyType, bool closed) + { + bool result = false; + for (int i = 0; i < ppg.Count; ++i) + if (AddPath(ppg[i], polyType, closed)) result = true; + return result; + } + //------------------------------------------------------------------------------ + + internal bool Pt2IsBetweenPt1AndPt3(IntPoint pt1, IntPoint pt2, IntPoint pt3) + { + if ((pt1 == pt3) || (pt1 == pt2) || (pt3 == pt2)) return false; + else if (pt1.X != pt3.X) return (pt2.X > pt1.X) == (pt2.X < pt3.X); + else return (pt2.Y > pt1.Y) == (pt2.Y < pt3.Y); + } + //------------------------------------------------------------------------------ + + TEdge RemoveEdge(TEdge e) + { + //removes e from double_linked_list (but without removing from memory) + e.Prev.Next = e.Next; + e.Next.Prev = e.Prev; + TEdge result = e.Next; + e.Prev = null; //flag as removed (see ClipperBase.Clear) + return result; + } + //------------------------------------------------------------------------------ + + private void SetDx(TEdge e) + { + e.Delta.X = (e.Top.X - e.Bot.X); + e.Delta.Y = (e.Top.Y - e.Bot.Y); + if (e.Delta.Y == 0) e.Dx = horizontal; + else e.Dx = (double)(e.Delta.X) / (e.Delta.Y); + } + //--------------------------------------------------------------------------- + + private void InsertLocalMinima(LocalMinima newLm) + { + if( m_MinimaList == null ) + { + m_MinimaList = newLm; + } + else if( newLm.Y >= m_MinimaList.Y ) + { + newLm.Next = m_MinimaList; + m_MinimaList = newLm; + } else + { + LocalMinima tmpLm = m_MinimaList; + while( tmpLm.Next != null && ( newLm.Y < tmpLm.Next.Y ) ) + tmpLm = tmpLm.Next; + newLm.Next = tmpLm.Next; + tmpLm.Next = newLm; + } + } + //------------------------------------------------------------------------------ + + internal Boolean PopLocalMinima(cInt Y, out LocalMinima current) + { + current = m_CurrentLM; + if (m_CurrentLM != null && m_CurrentLM.Y == Y) + { + m_CurrentLM = m_CurrentLM.Next; + return true; + } + return false; + } + //------------------------------------------------------------------------------ + + private void ReverseHorizontal(TEdge e) + { + //swap horizontal edges' top and bottom x's so they follow the natural + //progression of the bounds - ie so their xbots will align with the + //adjoining lower edge. [Helpful in the ProcessHorizontal() method.] + Swap(ref e.Top.X, ref e.Bot.X); +#if use_xyz + Swap(ref e.Top.Z, ref e.Bot.Z); +#endif + } + //------------------------------------------------------------------------------ + + internal virtual void Reset() + { + m_CurrentLM = m_MinimaList; + if (m_CurrentLM == null) return; //ie nothing to process + + //reset all edges ... + m_Scanbeam = null; + LocalMinima lm = m_MinimaList; + while (lm != null) + { + InsertScanbeam(lm.Y); + TEdge e = lm.LeftBound; + if (e != null) + { + e.Curr = e.Bot; + e.OutIdx = Unassigned; + } + e = lm.RightBound; + if (e != null) + { + e.Curr = e.Bot; + e.OutIdx = Unassigned; + } + lm = lm.Next; + } + m_ActiveEdges = null; + } + //------------------------------------------------------------------------------ + + public static IntRect GetBounds(Paths paths) + { + int i = 0, cnt = paths.Count; + while (i < cnt && paths[i].Count == 0) i++; + if (i == cnt) return new IntRect(0,0,0,0); + IntRect result = new IntRect(); + result.left = paths[i][0].X; + result.right = result.left; + result.top = paths[i][0].Y; + result.bottom = result.top; + for (; i < cnt; i++) + for (int j = 0; j < paths[i].Count; j++) + { + if (paths[i][j].X < result.left) result.left = paths[i][j].X; + else if (paths[i][j].X > result.right) result.right = paths[i][j].X; + if (paths[i][j].Y < result.top) result.top = paths[i][j].Y; + else if (paths[i][j].Y > result.bottom) result.bottom = paths[i][j].Y; + } + return result; + } + //------------------------------------------------------------------------------ + + internal void InsertScanbeam(cInt Y) + { + //single-linked list: sorted descending, ignoring dups. + if (m_Scanbeam == null) + { + m_Scanbeam = new Scanbeam(); + m_Scanbeam.Next = null; + m_Scanbeam.Y = Y; + } + else if (Y > m_Scanbeam.Y) + { + Scanbeam newSb = new Scanbeam(); + newSb.Y = Y; + newSb.Next = m_Scanbeam; + m_Scanbeam = newSb; + } + else + { + Scanbeam sb2 = m_Scanbeam; + while (sb2.Next != null && (Y <= sb2.Next.Y)) sb2 = sb2.Next; + if (Y == sb2.Y) return; //ie ignores duplicates + Scanbeam newSb = new Scanbeam(); + newSb.Y = Y; + newSb.Next = sb2.Next; + sb2.Next = newSb; + } + } + //------------------------------------------------------------------------------ + + internal Boolean PopScanbeam(out cInt Y) + { + if (m_Scanbeam == null) + { + Y = 0; + return false; + } + Y = m_Scanbeam.Y; + m_Scanbeam = m_Scanbeam.Next; + return true; + } + //------------------------------------------------------------------------------ + + internal Boolean LocalMinimaPending() + { + return (m_CurrentLM != null); + } + //------------------------------------------------------------------------------ + + internal OutRec CreateOutRec() + { + OutRec result = new OutRec(); + result.Idx = Unassigned; + result.IsHole = false; + result.IsOpen = false; + result.FirstLeft = null; + result.Pts = null; + result.BottomPt = null; + result.PolyNode = null; + m_PolyOuts.Add(result); + result.Idx = m_PolyOuts.Count - 1; + return result; + } + //------------------------------------------------------------------------------ + + internal void DisposeOutRec(int index) + { + OutRec outRec = m_PolyOuts[index]; + outRec.Pts = null; + outRec = null; + m_PolyOuts[index] = null; + } + //------------------------------------------------------------------------------ + + internal void UpdateEdgeIntoAEL(ref TEdge e) + { + if (e.NextInLML == null) + throw new ClipperException("UpdateEdgeIntoAEL: invalid call"); + TEdge AelPrev = e.PrevInAEL; + TEdge AelNext = e.NextInAEL; + e.NextInLML.OutIdx = e.OutIdx; + if (AelPrev != null) + AelPrev.NextInAEL = e.NextInLML; + else m_ActiveEdges = e.NextInLML; + if (AelNext != null) + AelNext.PrevInAEL = e.NextInLML; + e.NextInLML.Side = e.Side; + e.NextInLML.WindDelta = e.WindDelta; + e.NextInLML.WindCnt = e.WindCnt; + e.NextInLML.WindCnt2 = e.WindCnt2; + e = e.NextInLML; + e.Curr = e.Bot; + e.PrevInAEL = AelPrev; + e.NextInAEL = AelNext; + if (!IsHorizontal(e)) InsertScanbeam(e.Top.Y); + } + //------------------------------------------------------------------------------ + + internal void SwapPositionsInAEL(TEdge edge1, TEdge edge2) + { + //check that one or other edge hasn't already been removed from AEL ... + if (edge1.NextInAEL == edge1.PrevInAEL || + edge2.NextInAEL == edge2.PrevInAEL) return; + + if (edge1.NextInAEL == edge2) + { + TEdge next = edge2.NextInAEL; + if (next != null) + next.PrevInAEL = edge1; + TEdge prev = edge1.PrevInAEL; + if (prev != null) + prev.NextInAEL = edge2; + edge2.PrevInAEL = prev; + edge2.NextInAEL = edge1; + edge1.PrevInAEL = edge2; + edge1.NextInAEL = next; + } + else if (edge2.NextInAEL == edge1) + { + TEdge next = edge1.NextInAEL; + if (next != null) + next.PrevInAEL = edge2; + TEdge prev = edge2.PrevInAEL; + if (prev != null) + prev.NextInAEL = edge1; + edge1.PrevInAEL = prev; + edge1.NextInAEL = edge2; + edge2.PrevInAEL = edge1; + edge2.NextInAEL = next; + } + else + { + TEdge next = edge1.NextInAEL; + TEdge prev = edge1.PrevInAEL; + edge1.NextInAEL = edge2.NextInAEL; + if (edge1.NextInAEL != null) + edge1.NextInAEL.PrevInAEL = edge1; + edge1.PrevInAEL = edge2.PrevInAEL; + if (edge1.PrevInAEL != null) + edge1.PrevInAEL.NextInAEL = edge1; + edge2.NextInAEL = next; + if (edge2.NextInAEL != null) + edge2.NextInAEL.PrevInAEL = edge2; + edge2.PrevInAEL = prev; + if (edge2.PrevInAEL != null) + edge2.PrevInAEL.NextInAEL = edge2; + } + + if (edge1.PrevInAEL == null) + m_ActiveEdges = edge1; + else if (edge2.PrevInAEL == null) + m_ActiveEdges = edge2; + } + //------------------------------------------------------------------------------ + + internal void DeleteFromAEL(TEdge e) + { + TEdge AelPrev = e.PrevInAEL; + TEdge AelNext = e.NextInAEL; + if (AelPrev == null && AelNext == null && (e != m_ActiveEdges)) + return; //already deleted + if (AelPrev != null) + AelPrev.NextInAEL = AelNext; + else m_ActiveEdges = AelNext; + if (AelNext != null) + AelNext.PrevInAEL = AelPrev; + e.NextInAEL = null; + e.PrevInAEL = null; + } + //------------------------------------------------------------------------------ + + } //end ClipperBase + + internal class Clipper : ClipperBase + { + //InitOptions that can be passed to the constructor ... + public const int ioReverseSolution = 1; + public const int ioStrictlySimple = 2; + public const int ioPreserveCollinear = 4; + + private ClipType m_ClipType; + private Maxima m_Maxima; + private TEdge m_SortedEdges; + private List m_IntersectList; + IComparer m_IntersectNodeComparer; + private bool m_ExecuteLocked; + private PolyFillType m_ClipFillType; + private PolyFillType m_SubjFillType; + private List m_Joins; + private List m_GhostJoins; + private bool m_UsingPolyTree; +#if use_xyz + public delegate void ZFillCallback(IntPoint bot1, IntPoint top1, + IntPoint bot2, IntPoint top2, ref IntPoint pt); + public ZFillCallback ZFillFunction { get; set; } +#endif + public Clipper(int InitOptions = 0): base() //constructor + { + m_Scanbeam = null; + m_Maxima = null; + m_ActiveEdges = null; + m_SortedEdges = null; + m_IntersectList = new List(); + m_IntersectNodeComparer = new MyIntersectNodeSort(); + m_ExecuteLocked = false; + m_UsingPolyTree = false; + m_PolyOuts = new List(); + m_Joins = new List(); + m_GhostJoins = new List(); + ReverseSolution = (ioReverseSolution & InitOptions) != 0; + StrictlySimple = (ioStrictlySimple & InitOptions) != 0; + PreserveCollinear = (ioPreserveCollinear & InitOptions) != 0; +#if use_xyz + ZFillFunction = null; +#endif + } + //------------------------------------------------------------------------------ + + private void InsertMaxima(cInt X) + { + //double-linked list: sorted ascending, ignoring dups. + Maxima newMax = new Maxima(); + newMax.X = X; + if (m_Maxima == null) + { + m_Maxima = newMax; + m_Maxima.Next = null; + m_Maxima.Prev = null; + } + else if (X < m_Maxima.X) + { + newMax.Next = m_Maxima; + newMax.Prev = null; + m_Maxima = newMax; + } + else + { + Maxima m = m_Maxima; + while (m.Next != null && (X >= m.Next.X)) m = m.Next; + if (X == m.X) return; //ie ignores duplicates (& CG to clean up newMax) + //insert newMax between m and m.Next ... + newMax.Next = m.Next; + newMax.Prev = m; + if (m.Next != null) m.Next.Prev = newMax; + m.Next = newMax; + } + } + //------------------------------------------------------------------------------ + + public bool ReverseSolution + { + get; + set; + } + //------------------------------------------------------------------------------ + + public bool StrictlySimple + { + get; + set; + } + //------------------------------------------------------------------------------ + + public bool Execute(ClipType clipType, Paths solution, + PolyFillType FillType = PolyFillType.pftEvenOdd) + { + return Execute(clipType, solution, FillType, FillType); + } + //------------------------------------------------------------------------------ + + public bool Execute(ClipType clipType, PolyTree polytree, + PolyFillType FillType = PolyFillType.pftEvenOdd) + { + return Execute(clipType, polytree, FillType, FillType); + } + //------------------------------------------------------------------------------ + + public bool Execute(ClipType clipType, Paths solution, + PolyFillType subjFillType, PolyFillType clipFillType) + { + if (m_ExecuteLocked) return false; + if (m_HasOpenPaths) throw + new ClipperException("Error: PolyTree struct is needed for open path clipping."); + + m_ExecuteLocked = true; + solution.Clear(); + m_SubjFillType = subjFillType; + m_ClipFillType = clipFillType; + m_ClipType = clipType; + m_UsingPolyTree = false; + bool succeeded; + try + { + succeeded = ExecuteInternal(); + //build the return polygons ... + if (succeeded) BuildResult(solution); + } + finally + { + DisposeAllPolyPts(); + m_ExecuteLocked = false; + } + return succeeded; + } + //------------------------------------------------------------------------------ + + public bool Execute(ClipType clipType, PolyTree polytree, + PolyFillType subjFillType, PolyFillType clipFillType) + { + if (m_ExecuteLocked) return false; + m_ExecuteLocked = true; + m_SubjFillType = subjFillType; + m_ClipFillType = clipFillType; + m_ClipType = clipType; + m_UsingPolyTree = true; + bool succeeded; + try + { + succeeded = ExecuteInternal(); + //build the return polygons ... + if (succeeded) BuildResult2(polytree); + } + finally + { + DisposeAllPolyPts(); + m_ExecuteLocked = false; + } + return succeeded; + } + //------------------------------------------------------------------------------ + + internal void FixHoleLinkage(OutRec outRec) + { + //skip if an outermost polygon or + //already already points to the correct FirstLeft ... + if (outRec.FirstLeft == null || + (outRec.IsHole != outRec.FirstLeft.IsHole && + outRec.FirstLeft.Pts != null)) return; + + OutRec orfl = outRec.FirstLeft; + while (orfl != null && ((orfl.IsHole == outRec.IsHole) || orfl.Pts == null)) + orfl = orfl.FirstLeft; + outRec.FirstLeft = orfl; + } + //------------------------------------------------------------------------------ + + private bool ExecuteInternal() + { + try + { + Reset(); + m_SortedEdges = null; + m_Maxima = null; + + cInt botY, topY; + if (!PopScanbeam(out botY)) return false; + InsertLocalMinimaIntoAEL(botY); + while (PopScanbeam(out topY) || LocalMinimaPending()) + { + ProcessHorizontals(); + m_GhostJoins.Clear(); + if (!ProcessIntersections(topY)) return false; + ProcessEdgesAtTopOfScanbeam(topY); + botY = topY; + InsertLocalMinimaIntoAEL(botY); + } + + //fix orientations ... + foreach (OutRec outRec in m_PolyOuts) + { + if (outRec.Pts == null || outRec.IsOpen) continue; + if ((outRec.IsHole ^ ReverseSolution) == (Area(outRec) > 0)) + ReversePolyPtLinks(outRec.Pts); + } + + JoinCommonEdges(); + + foreach (OutRec outRec in m_PolyOuts) + { + if (outRec.Pts == null) + continue; + else if (outRec.IsOpen) + FixupOutPolyline(outRec); + else + FixupOutPolygon(outRec); + } + + if (StrictlySimple) DoSimplePolygons(); + return true; + } + //catch { return false; } + finally + { + m_Joins.Clear(); + m_GhostJoins.Clear(); + } + } + //------------------------------------------------------------------------------ + + private void DisposeAllPolyPts(){ + for (int i = 0; i < m_PolyOuts.Count; ++i) DisposeOutRec(i); + m_PolyOuts.Clear(); + } + //------------------------------------------------------------------------------ + + private void AddJoin(OutPt Op1, OutPt Op2, IntPoint OffPt) + { + Join j = new Join(); + j.OutPt1 = Op1; + j.OutPt2 = Op2; + j.OffPt = OffPt; + m_Joins.Add(j); + } + //------------------------------------------------------------------------------ + + private void AddGhostJoin(OutPt Op, IntPoint OffPt) + { + Join j = new Join(); + j.OutPt1 = Op; + j.OffPt = OffPt; + m_GhostJoins.Add(j); + } + //------------------------------------------------------------------------------ + +#if use_xyz + internal void SetZ(ref IntPoint pt, TEdge e1, TEdge e2) + { + if (pt.Z != 0 || ZFillFunction == null) return; + else if (pt == e1.Bot) pt.Z = e1.Bot.Z; + else if (pt == e1.Top) pt.Z = e1.Top.Z; + else if (pt == e2.Bot) pt.Z = e2.Bot.Z; + else if (pt == e2.Top) pt.Z = e2.Top.Z; + else ZFillFunction(e1.Bot, e1.Top, e2.Bot, e2.Top, ref pt); + } + //------------------------------------------------------------------------------ +#endif + + private void InsertLocalMinimaIntoAEL(cInt botY) + { + LocalMinima lm; + while (PopLocalMinima(botY, out lm)) + { + TEdge lb = lm.LeftBound; + TEdge rb = lm.RightBound; + + OutPt Op1 = null; + if (lb == null) + { + InsertEdgeIntoAEL(rb, null); + SetWindingCount(rb); + if (IsContributing(rb)) + Op1 = AddOutPt(rb, rb.Bot); + } + else if (rb == null) + { + InsertEdgeIntoAEL(lb, null); + SetWindingCount(lb); + if (IsContributing(lb)) + Op1 = AddOutPt(lb, lb.Bot); + InsertScanbeam(lb.Top.Y); + } + else + { + InsertEdgeIntoAEL(lb, null); + InsertEdgeIntoAEL(rb, lb); + SetWindingCount(lb); + rb.WindCnt = lb.WindCnt; + rb.WindCnt2 = lb.WindCnt2; + if (IsContributing(lb)) + Op1 = AddLocalMinPoly(lb, rb, lb.Bot); + InsertScanbeam(lb.Top.Y); + } + + if (rb != null) + { + if (IsHorizontal(rb)) + { + if (rb.NextInLML != null) + InsertScanbeam(rb.NextInLML.Top.Y); + AddEdgeToSEL(rb); + } + else + InsertScanbeam(rb.Top.Y); + } + + if (lb == null || rb == null) continue; + + //if output polygons share an Edge with a horizontal rb, they'll need joining later ... + if (Op1 != null && IsHorizontal(rb) && + m_GhostJoins.Count > 0 && rb.WindDelta != 0) + { + for (int i = 0; i < m_GhostJoins.Count; i++) + { + //if the horizontal Rb and a 'ghost' horizontal overlap, then convert + //the 'ghost' join to a real join ready for later ... + Join j = m_GhostJoins[i]; + if (HorzSegmentsOverlap(j.OutPt1.Pt.X, j.OffPt.X, rb.Bot.X, rb.Top.X)) + AddJoin(j.OutPt1, Op1, j.OffPt); + } + } + + if (lb.OutIdx >= 0 && lb.PrevInAEL != null && + lb.PrevInAEL.Curr.X == lb.Bot.X && + lb.PrevInAEL.OutIdx >= 0 && + SlopesEqual(lb.PrevInAEL.Curr, lb.PrevInAEL.Top, lb.Curr, lb.Top, m_UseFullRange) && + lb.WindDelta != 0 && lb.PrevInAEL.WindDelta != 0) + { + OutPt Op2 = AddOutPt(lb.PrevInAEL, lb.Bot); + AddJoin(Op1, Op2, lb.Top); + } + + if( lb.NextInAEL != rb ) + { + + if (rb.OutIdx >= 0 && rb.PrevInAEL.OutIdx >= 0 && + SlopesEqual(rb.PrevInAEL.Curr, rb.PrevInAEL.Top, rb.Curr, rb.Top, m_UseFullRange) && + rb.WindDelta != 0 && rb.PrevInAEL.WindDelta != 0) + { + OutPt Op2 = AddOutPt(rb.PrevInAEL, rb.Bot); + AddJoin(Op1, Op2, rb.Top); + } + + TEdge e = lb.NextInAEL; + if (e != null) + while (e != rb) + { + //nb: For calculating winding counts etc, IntersectEdges() assumes + //that param1 will be to the right of param2 ABOVE the intersection ... + IntersectEdges(rb, e, lb.Curr); //order important here + e = e.NextInAEL; + } + } + } + } + //------------------------------------------------------------------------------ + + private void InsertEdgeIntoAEL(TEdge edge, TEdge startEdge) + { + if (m_ActiveEdges == null) + { + edge.PrevInAEL = null; + edge.NextInAEL = null; + m_ActiveEdges = edge; + } + else if (startEdge == null && E2InsertsBeforeE1(m_ActiveEdges, edge)) + { + edge.PrevInAEL = null; + edge.NextInAEL = m_ActiveEdges; + m_ActiveEdges.PrevInAEL = edge; + m_ActiveEdges = edge; + } + else + { + if (startEdge == null) startEdge = m_ActiveEdges; + while (startEdge.NextInAEL != null && + !E2InsertsBeforeE1(startEdge.NextInAEL, edge)) + startEdge = startEdge.NextInAEL; + edge.NextInAEL = startEdge.NextInAEL; + if (startEdge.NextInAEL != null) startEdge.NextInAEL.PrevInAEL = edge; + edge.PrevInAEL = startEdge; + startEdge.NextInAEL = edge; + } + } + //---------------------------------------------------------------------- + + private bool E2InsertsBeforeE1(TEdge e1, TEdge e2) + { + if (e2.Curr.X == e1.Curr.X) + { + if (e2.Top.Y > e1.Top.Y) + return e2.Top.X < TopX(e1, e2.Top.Y); + else return e1.Top.X > TopX(e2, e1.Top.Y); + } + else return e2.Curr.X < e1.Curr.X; + } + //------------------------------------------------------------------------------ + + private bool IsEvenOddFillType(TEdge edge) + { + if (edge.PolyTyp == PolyType.ptSubject) + return m_SubjFillType == PolyFillType.pftEvenOdd; + else + return m_ClipFillType == PolyFillType.pftEvenOdd; + } + //------------------------------------------------------------------------------ + + private bool IsEvenOddAltFillType(TEdge edge) + { + if (edge.PolyTyp == PolyType.ptSubject) + return m_ClipFillType == PolyFillType.pftEvenOdd; + else + return m_SubjFillType == PolyFillType.pftEvenOdd; + } + //------------------------------------------------------------------------------ + + private bool IsContributing(TEdge edge) + { + PolyFillType pft, pft2; + if (edge.PolyTyp == PolyType.ptSubject) + { + pft = m_SubjFillType; + pft2 = m_ClipFillType; + } + else + { + pft = m_ClipFillType; + pft2 = m_SubjFillType; + } + + switch (pft) + { + case PolyFillType.pftEvenOdd: + //return false if a subj line has been flagged as inside a subj polygon + if (edge.WindDelta == 0 && edge.WindCnt != 1) return false; + break; + case PolyFillType.pftNonZero: + if (Math.Abs(edge.WindCnt) != 1) return false; + break; + case PolyFillType.pftPositive: + if (edge.WindCnt != 1) return false; + break; + default: //PolyFillType.pftNegative + if (edge.WindCnt != -1) return false; + break; + } + + switch (m_ClipType) + { + case ClipType.ctIntersection: + switch (pft2) + { + case PolyFillType.pftEvenOdd: + case PolyFillType.pftNonZero: + return (edge.WindCnt2 != 0); + case PolyFillType.pftPositive: + return (edge.WindCnt2 > 0); + default: + return (edge.WindCnt2 < 0); + } + case ClipType.ctUnion: + switch (pft2) + { + case PolyFillType.pftEvenOdd: + case PolyFillType.pftNonZero: + return (edge.WindCnt2 == 0); + case PolyFillType.pftPositive: + return (edge.WindCnt2 <= 0); + default: + return (edge.WindCnt2 >= 0); + } + case ClipType.ctDifference: + if (edge.PolyTyp == PolyType.ptSubject) + switch (pft2) + { + case PolyFillType.pftEvenOdd: + case PolyFillType.pftNonZero: + return (edge.WindCnt2 == 0); + case PolyFillType.pftPositive: + return (edge.WindCnt2 <= 0); + default: + return (edge.WindCnt2 >= 0); + } + else + switch (pft2) + { + case PolyFillType.pftEvenOdd: + case PolyFillType.pftNonZero: + return (edge.WindCnt2 != 0); + case PolyFillType.pftPositive: + return (edge.WindCnt2 > 0); + default: + return (edge.WindCnt2 < 0); + } + case ClipType.ctXor: + if (edge.WindDelta == 0) //XOr always contributing unless open + switch (pft2) + { + case PolyFillType.pftEvenOdd: + case PolyFillType.pftNonZero: + return (edge.WindCnt2 == 0); + case PolyFillType.pftPositive: + return (edge.WindCnt2 <= 0); + default: + return (edge.WindCnt2 >= 0); + } + else + return true; + } + return true; + } + //------------------------------------------------------------------------------ + + private void SetWindingCount(TEdge edge) + { + TEdge e = edge.PrevInAEL; + //find the edge of the same polytype that immediately preceeds 'edge' in AEL + while (e != null && ((e.PolyTyp != edge.PolyTyp) || (e.WindDelta == 0))) e = e.PrevInAEL; + if (e == null) + { + PolyFillType pft; + pft = (edge.PolyTyp == PolyType.ptSubject ? m_SubjFillType : m_ClipFillType); + if (edge.WindDelta == 0) edge.WindCnt = (pft == PolyFillType.pftNegative ? -1 : 1); + else edge.WindCnt = edge.WindDelta; + edge.WindCnt2 = 0; + e = m_ActiveEdges; //ie get ready to calc WindCnt2 + } + else if (edge.WindDelta == 0 && m_ClipType != ClipType.ctUnion) + { + edge.WindCnt = 1; + edge.WindCnt2 = e.WindCnt2; + e = e.NextInAEL; //ie get ready to calc WindCnt2 + } + else if (IsEvenOddFillType(edge)) + { + //EvenOdd filling ... + if (edge.WindDelta == 0) + { + //are we inside a subj polygon ... + bool Inside = true; + TEdge e2 = e.PrevInAEL; + while (e2 != null) + { + if (e2.PolyTyp == e.PolyTyp && e2.WindDelta != 0) + Inside = !Inside; + e2 = e2.PrevInAEL; + } + edge.WindCnt = (Inside ? 0 : 1); + } + else + { + edge.WindCnt = edge.WindDelta; + } + edge.WindCnt2 = e.WindCnt2; + e = e.NextInAEL; //ie get ready to calc WindCnt2 + } + else + { + //nonZero, Positive or Negative filling ... + if (e.WindCnt * e.WindDelta < 0) + { + //prev edge is 'decreasing' WindCount (WC) toward zero + //so we're outside the previous polygon ... + if (Math.Abs(e.WindCnt) > 1) + { + //outside prev poly but still inside another. + //when reversing direction of prev poly use the same WC + if (e.WindDelta * edge.WindDelta < 0) edge.WindCnt = e.WindCnt; + //otherwise continue to 'decrease' WC ... + else edge.WindCnt = e.WindCnt + edge.WindDelta; + } + else + //now outside all polys of same polytype so set own WC ... + edge.WindCnt = (edge.WindDelta == 0 ? 1 : edge.WindDelta); + } + else + { + //prev edge is 'increasing' WindCount (WC) away from zero + //so we're inside the previous polygon ... + if (edge.WindDelta == 0) + edge.WindCnt = (e.WindCnt < 0 ? e.WindCnt - 1 : e.WindCnt + 1); + //if wind direction is reversing prev then use same WC + else if (e.WindDelta * edge.WindDelta < 0) + edge.WindCnt = e.WindCnt; + //otherwise add to WC ... + else edge.WindCnt = e.WindCnt + edge.WindDelta; + } + edge.WindCnt2 = e.WindCnt2; + e = e.NextInAEL; //ie get ready to calc WindCnt2 + } + + //update WindCnt2 ... + if (IsEvenOddAltFillType(edge)) + { + //EvenOdd filling ... + while (e != edge) + { + if (e.WindDelta != 0) + edge.WindCnt2 = (edge.WindCnt2 == 0 ? 1 : 0); + e = e.NextInAEL; + } + } + else + { + //nonZero, Positive or Negative filling ... + while (e != edge) + { + edge.WindCnt2 += e.WindDelta; + e = e.NextInAEL; + } + } + } + //------------------------------------------------------------------------------ + + private void AddEdgeToSEL(TEdge edge) + { + //SEL pointers in PEdge are use to build transient lists of horizontal edges. + //However, since we don't need to worry about processing order, all additions + //are made to the front of the list ... + if (m_SortedEdges == null) + { + m_SortedEdges = edge; + edge.PrevInSEL = null; + edge.NextInSEL = null; + } + else + { + edge.NextInSEL = m_SortedEdges; + edge.PrevInSEL = null; + m_SortedEdges.PrevInSEL = edge; + m_SortedEdges = edge; + } + } + //------------------------------------------------------------------------------ + + internal Boolean PopEdgeFromSEL(out TEdge e) + { + //Pop edge from front of SEL (ie SEL is a FILO list) + e = m_SortedEdges; + if (e == null) return false; + TEdge oldE = e; + m_SortedEdges = e.NextInSEL; + if (m_SortedEdges != null) m_SortedEdges.PrevInSEL = null; + oldE.NextInSEL = null; + oldE.PrevInSEL = null; + return true; + } + //------------------------------------------------------------------------------ + + private void CopyAELToSEL() + { + TEdge e = m_ActiveEdges; + m_SortedEdges = e; + while (e != null) + { + e.PrevInSEL = e.PrevInAEL; + e.NextInSEL = e.NextInAEL; + e = e.NextInAEL; + } + } + //------------------------------------------------------------------------------ + + private void SwapPositionsInSEL(TEdge edge1, TEdge edge2) + { + if (edge1.NextInSEL == null && edge1.PrevInSEL == null) + return; + if (edge2.NextInSEL == null && edge2.PrevInSEL == null) + return; + + if (edge1.NextInSEL == edge2) + { + TEdge next = edge2.NextInSEL; + if (next != null) + next.PrevInSEL = edge1; + TEdge prev = edge1.PrevInSEL; + if (prev != null) + prev.NextInSEL = edge2; + edge2.PrevInSEL = prev; + edge2.NextInSEL = edge1; + edge1.PrevInSEL = edge2; + edge1.NextInSEL = next; + } + else if (edge2.NextInSEL == edge1) + { + TEdge next = edge1.NextInSEL; + if (next != null) + next.PrevInSEL = edge2; + TEdge prev = edge2.PrevInSEL; + if (prev != null) + prev.NextInSEL = edge1; + edge1.PrevInSEL = prev; + edge1.NextInSEL = edge2; + edge2.PrevInSEL = edge1; + edge2.NextInSEL = next; + } + else + { + TEdge next = edge1.NextInSEL; + TEdge prev = edge1.PrevInSEL; + edge1.NextInSEL = edge2.NextInSEL; + if (edge1.NextInSEL != null) + edge1.NextInSEL.PrevInSEL = edge1; + edge1.PrevInSEL = edge2.PrevInSEL; + if (edge1.PrevInSEL != null) + edge1.PrevInSEL.NextInSEL = edge1; + edge2.NextInSEL = next; + if (edge2.NextInSEL != null) + edge2.NextInSEL.PrevInSEL = edge2; + edge2.PrevInSEL = prev; + if (edge2.PrevInSEL != null) + edge2.PrevInSEL.NextInSEL = edge2; + } + + if (edge1.PrevInSEL == null) + m_SortedEdges = edge1; + else if (edge2.PrevInSEL == null) + m_SortedEdges = edge2; + } + //------------------------------------------------------------------------------ + + + private void AddLocalMaxPoly(TEdge e1, TEdge e2, IntPoint pt) + { + AddOutPt(e1, pt); + if (e2.WindDelta == 0) AddOutPt(e2, pt); + if (e1.OutIdx == e2.OutIdx) + { + e1.OutIdx = Unassigned; + e2.OutIdx = Unassigned; + } + else if (e1.OutIdx < e2.OutIdx) + AppendPolygon(e1, e2); + else + AppendPolygon(e2, e1); + } + //------------------------------------------------------------------------------ + + private OutPt AddLocalMinPoly(TEdge e1, TEdge e2, IntPoint pt) + { + OutPt result; + TEdge e, prevE; + if (IsHorizontal(e2) || (e1.Dx > e2.Dx)) + { + result = AddOutPt(e1, pt); + e2.OutIdx = e1.OutIdx; + e1.Side = EdgeSide.esLeft; + e2.Side = EdgeSide.esRight; + e = e1; + if (e.PrevInAEL == e2) + prevE = e2.PrevInAEL; + else + prevE = e.PrevInAEL; + } + else + { + result = AddOutPt(e2, pt); + e1.OutIdx = e2.OutIdx; + e1.Side = EdgeSide.esRight; + e2.Side = EdgeSide.esLeft; + e = e2; + if (e.PrevInAEL == e1) + prevE = e1.PrevInAEL; + else + prevE = e.PrevInAEL; + } + + if (prevE != null && prevE.OutIdx >= 0 && prevE.Top.Y < pt.Y && e.Top.Y < pt.Y) + { + cInt xPrev = TopX(prevE, pt.Y); + cInt xE = TopX(e, pt.Y); + if ((xPrev == xE) && (e.WindDelta != 0) && (prevE.WindDelta != 0) && + SlopesEqual(new IntPoint(xPrev, pt.Y), prevE.Top, new IntPoint(xE, pt.Y), e.Top, m_UseFullRange)) + { + OutPt outPt = AddOutPt(prevE, pt); + AddJoin(result, outPt, e.Top); + } + } + return result; + } + //------------------------------------------------------------------------------ + + private OutPt AddOutPt(TEdge e, IntPoint pt) + { + if (e.OutIdx < 0) + { + OutRec outRec = CreateOutRec(); + outRec.IsOpen = (e.WindDelta == 0); + OutPt newOp = new OutPt(); + outRec.Pts = newOp; + newOp.Idx = outRec.Idx; + newOp.Pt = pt; + newOp.Next = newOp; + newOp.Prev = newOp; + if (!outRec.IsOpen) + SetHoleState(e, outRec); + e.OutIdx = outRec.Idx; //nb: do this after SetZ ! + return newOp; + } + else + { + OutRec outRec = m_PolyOuts[e.OutIdx]; + //OutRec.Pts is the 'Left-most' point & OutRec.Pts.Prev is the 'Right-most' + OutPt op = outRec.Pts; + bool ToFront = (e.Side == EdgeSide.esLeft); + if (ToFront && pt == op.Pt) return op; + else if (!ToFront && pt == op.Prev.Pt) return op.Prev; + + OutPt newOp = new OutPt(); + newOp.Idx = outRec.Idx; + newOp.Pt = pt; + newOp.Next = op; + newOp.Prev = op.Prev; + newOp.Prev.Next = newOp; + op.Prev = newOp; + if (ToFront) outRec.Pts = newOp; + return newOp; + } + } + //------------------------------------------------------------------------------ + + private OutPt GetLastOutPt(TEdge e) + { + OutRec outRec = m_PolyOuts[e.OutIdx]; + if (e.Side == EdgeSide.esLeft) + return outRec.Pts; + else + return outRec.Pts.Prev; + } + //------------------------------------------------------------------------------ + + internal void SwapPoints(ref IntPoint pt1, ref IntPoint pt2) + { + IntPoint tmp = new IntPoint(pt1); + pt1 = pt2; + pt2 = tmp; + } + //------------------------------------------------------------------------------ + + private bool HorzSegmentsOverlap(cInt seg1a, cInt seg1b, cInt seg2a, cInt seg2b) + { + if (seg1a > seg1b) Swap(ref seg1a, ref seg1b); + if (seg2a > seg2b) Swap(ref seg2a, ref seg2b); + return (seg1a < seg2b) && (seg2a < seg1b); + } + //------------------------------------------------------------------------------ + + private void SetHoleState(TEdge e, OutRec outRec) + { + TEdge e2 = e.PrevInAEL; + TEdge eTmp = null; + while (e2 != null) + { + if (e2.OutIdx >= 0 && e2.WindDelta != 0) + { + if (eTmp == null) + eTmp = e2; + else if (eTmp.OutIdx == e2.OutIdx) + eTmp = null; //paired + } + e2 = e2.PrevInAEL; + } + + if (eTmp == null) + { + outRec.FirstLeft = null; + outRec.IsHole = false; + } + else + { + outRec.FirstLeft = m_PolyOuts[eTmp.OutIdx]; + outRec.IsHole = !outRec.FirstLeft.IsHole; + } + } + //------------------------------------------------------------------------------ + + private double GetDx(IntPoint pt1, IntPoint pt2) + { + if (pt1.Y == pt2.Y) return horizontal; + else return (double)(pt2.X - pt1.X) / (pt2.Y - pt1.Y); + } + //--------------------------------------------------------------------------- + + private bool FirstIsBottomPt(OutPt btmPt1, OutPt btmPt2) + { + OutPt p = btmPt1.Prev; + while ((p.Pt == btmPt1.Pt) && (p != btmPt1)) p = p.Prev; + double dx1p = Math.Abs(GetDx(btmPt1.Pt, p.Pt)); + p = btmPt1.Next; + while ((p.Pt == btmPt1.Pt) && (p != btmPt1)) p = p.Next; + double dx1n = Math.Abs(GetDx(btmPt1.Pt, p.Pt)); + + p = btmPt2.Prev; + while ((p.Pt == btmPt2.Pt) && (p != btmPt2)) p = p.Prev; + double dx2p = Math.Abs(GetDx(btmPt2.Pt, p.Pt)); + p = btmPt2.Next; + while ((p.Pt == btmPt2.Pt) && (p != btmPt2)) p = p.Next; + double dx2n = Math.Abs(GetDx(btmPt2.Pt, p.Pt)); + + if (Math.Max(dx1p, dx1n) == Math.Max(dx2p, dx2n) && + Math.Min(dx1p, dx1n) == Math.Min(dx2p, dx2n)) + return Area(btmPt1) > 0; //if otherwise identical use orientation + else + return (dx1p >= dx2p && dx1p >= dx2n) || (dx1n >= dx2p && dx1n >= dx2n); + } + //------------------------------------------------------------------------------ + + private OutPt GetBottomPt(OutPt pp) + { + OutPt dups = null; + OutPt p = pp.Next; + while (p != pp) + { + if (p.Pt.Y > pp.Pt.Y) + { + pp = p; + dups = null; + } + else if (p.Pt.Y == pp.Pt.Y && p.Pt.X <= pp.Pt.X) + { + if (p.Pt.X < pp.Pt.X) + { + dups = null; + pp = p; + } else + { + if (p.Next != pp && p.Prev != pp) dups = p; + } + } + p = p.Next; + } + if (dups != null) + { + //there appears to be at least 2 vertices at bottomPt so ... + while (dups != p) + { + if (!FirstIsBottomPt(p, dups)) pp = dups; + dups = dups.Next; + while (dups.Pt != pp.Pt) dups = dups.Next; + } + } + return pp; + } + //------------------------------------------------------------------------------ + + private OutRec GetLowermostRec(OutRec outRec1, OutRec outRec2) + { + //work out which polygon fragment has the correct hole state ... + if (outRec1.BottomPt == null) + outRec1.BottomPt = GetBottomPt(outRec1.Pts); + if (outRec2.BottomPt == null) + outRec2.BottomPt = GetBottomPt(outRec2.Pts); + OutPt bPt1 = outRec1.BottomPt; + OutPt bPt2 = outRec2.BottomPt; + if (bPt1.Pt.Y > bPt2.Pt.Y) return outRec1; + else if (bPt1.Pt.Y < bPt2.Pt.Y) return outRec2; + else if (bPt1.Pt.X < bPt2.Pt.X) return outRec1; + else if (bPt1.Pt.X > bPt2.Pt.X) return outRec2; + else if (bPt1.Next == bPt1) return outRec2; + else if (bPt2.Next == bPt2) return outRec1; + else if (FirstIsBottomPt(bPt1, bPt2)) return outRec1; + else return outRec2; + } + //------------------------------------------------------------------------------ + + bool OutRec1RightOfOutRec2(OutRec outRec1, OutRec outRec2) + { + do + { + outRec1 = outRec1.FirstLeft; + if (outRec1 == outRec2) return true; + } while (outRec1 != null); + return false; + } + //------------------------------------------------------------------------------ + + private OutRec GetOutRec(int idx) + { + OutRec outrec = m_PolyOuts[idx]; + while (outrec != m_PolyOuts[outrec.Idx]) + outrec = m_PolyOuts[outrec.Idx]; + return outrec; + } + //------------------------------------------------------------------------------ + + private void AppendPolygon(TEdge e1, TEdge e2) + { + OutRec outRec1 = m_PolyOuts[e1.OutIdx]; + OutRec outRec2 = m_PolyOuts[e2.OutIdx]; + + OutRec holeStateRec; + if (OutRec1RightOfOutRec2(outRec1, outRec2)) + holeStateRec = outRec2; + else if (OutRec1RightOfOutRec2(outRec2, outRec1)) + holeStateRec = outRec1; + else + holeStateRec = GetLowermostRec(outRec1, outRec2); + + //get the start and ends of both output polygons and + //join E2 poly onto E1 poly and delete pointers to E2 ... + OutPt p1_lft = outRec1.Pts; + OutPt p1_rt = p1_lft.Prev; + OutPt p2_lft = outRec2.Pts; + OutPt p2_rt = p2_lft.Prev; + + //join e2 poly onto e1 poly and delete pointers to e2 ... + if( e1.Side == EdgeSide.esLeft ) + { + if (e2.Side == EdgeSide.esLeft) + { + //z y x a b c + ReversePolyPtLinks(p2_lft); + p2_lft.Next = p1_lft; + p1_lft.Prev = p2_lft; + p1_rt.Next = p2_rt; + p2_rt.Prev = p1_rt; + outRec1.Pts = p2_rt; + } else + { + //x y z a b c + p2_rt.Next = p1_lft; + p1_lft.Prev = p2_rt; + p2_lft.Prev = p1_rt; + p1_rt.Next = p2_lft; + outRec1.Pts = p2_lft; + } + } else + { + if (e2.Side == EdgeSide.esRight) + { + //a b c z y x + ReversePolyPtLinks( p2_lft ); + p1_rt.Next = p2_rt; + p2_rt.Prev = p1_rt; + p2_lft.Next = p1_lft; + p1_lft.Prev = p2_lft; + } else + { + //a b c x y z + p1_rt.Next = p2_lft; + p2_lft.Prev = p1_rt; + p1_lft.Prev = p2_rt; + p2_rt.Next = p1_lft; + } + } + + outRec1.BottomPt = null; + if (holeStateRec == outRec2) + { + if (outRec2.FirstLeft != outRec1) + outRec1.FirstLeft = outRec2.FirstLeft; + outRec1.IsHole = outRec2.IsHole; + } + outRec2.Pts = null; + outRec2.BottomPt = null; + + outRec2.FirstLeft = outRec1; + + int OKIdx = e1.OutIdx; + int ObsoleteIdx = e2.OutIdx; + + e1.OutIdx = Unassigned; //nb: safe because we only get here via AddLocalMaxPoly + e2.OutIdx = Unassigned; + + TEdge e = m_ActiveEdges; + while( e != null ) + { + if( e.OutIdx == ObsoleteIdx ) + { + e.OutIdx = OKIdx; + e.Side = e1.Side; + break; + } + e = e.NextInAEL; + } + outRec2.Idx = outRec1.Idx; + } + //------------------------------------------------------------------------------ + + private void ReversePolyPtLinks(OutPt pp) + { + if (pp == null) return; + OutPt pp1; + OutPt pp2; + pp1 = pp; + do + { + pp2 = pp1.Next; + pp1.Next = pp1.Prev; + pp1.Prev = pp2; + pp1 = pp2; + } while (pp1 != pp); + } + //------------------------------------------------------------------------------ + + private static void SwapSides(TEdge edge1, TEdge edge2) + { + EdgeSide side = edge1.Side; + edge1.Side = edge2.Side; + edge2.Side = side; + } + //------------------------------------------------------------------------------ + + private static void SwapPolyIndexes(TEdge edge1, TEdge edge2) + { + int outIdx = edge1.OutIdx; + edge1.OutIdx = edge2.OutIdx; + edge2.OutIdx = outIdx; + } + //------------------------------------------------------------------------------ + + private void IntersectEdges(TEdge e1, TEdge e2, IntPoint pt) + { + //e1 will be to the left of e2 BELOW the intersection. Therefore e1 is before + //e2 in AEL except when e1 is being inserted at the intersection point ... + + bool e1Contributing = (e1.OutIdx >= 0); + bool e2Contributing = (e2.OutIdx >= 0); + +#if use_xyz + SetZ(ref pt, e1, e2); +#endif + +#if use_lines + //if either edge is on an OPEN path ... + if (e1.WindDelta == 0 || e2.WindDelta == 0) + { + //ignore subject-subject open path intersections UNLESS they + //are both open paths, AND they are both 'contributing maximas' ... + if (e1.WindDelta == 0 && e2.WindDelta == 0) return; + //if intersecting a subj line with a subj poly ... + else if (e1.PolyTyp == e2.PolyTyp && + e1.WindDelta != e2.WindDelta && m_ClipType == ClipType.ctUnion) + { + if (e1.WindDelta == 0) + { + if (e2Contributing) + { + AddOutPt(e1, pt); + if (e1Contributing) e1.OutIdx = Unassigned; + } + } + else + { + if (e1Contributing) + { + AddOutPt(e2, pt); + if (e2Contributing) e2.OutIdx = Unassigned; + } + } + } + else if (e1.PolyTyp != e2.PolyTyp) + { + if ((e1.WindDelta == 0) && Math.Abs(e2.WindCnt) == 1 && + (m_ClipType != ClipType.ctUnion || e2.WindCnt2 == 0)) + { + AddOutPt(e1, pt); + if (e1Contributing) e1.OutIdx = Unassigned; + } + else if ((e2.WindDelta == 0) && (Math.Abs(e1.WindCnt) == 1) && + (m_ClipType != ClipType.ctUnion || e1.WindCnt2 == 0)) + { + AddOutPt(e2, pt); + if (e2Contributing) e2.OutIdx = Unassigned; + } + } + return; + } +#endif + + //update winding counts... + //assumes that e1 will be to the Right of e2 ABOVE the intersection + if (e1.PolyTyp == e2.PolyTyp) + { + if (IsEvenOddFillType(e1)) + { + int oldE1WindCnt = e1.WindCnt; + e1.WindCnt = e2.WindCnt; + e2.WindCnt = oldE1WindCnt; + } + else + { + if (e1.WindCnt + e2.WindDelta == 0) e1.WindCnt = -e1.WindCnt; + else e1.WindCnt += e2.WindDelta; + if (e2.WindCnt - e1.WindDelta == 0) e2.WindCnt = -e2.WindCnt; + else e2.WindCnt -= e1.WindDelta; + } + } + else + { + if (!IsEvenOddFillType(e2)) e1.WindCnt2 += e2.WindDelta; + else e1.WindCnt2 = (e1.WindCnt2 == 0) ? 1 : 0; + if (!IsEvenOddFillType(e1)) e2.WindCnt2 -= e1.WindDelta; + else e2.WindCnt2 = (e2.WindCnt2 == 0) ? 1 : 0; + } + + PolyFillType e1FillType, e2FillType, e1FillType2, e2FillType2; + if (e1.PolyTyp == PolyType.ptSubject) + { + e1FillType = m_SubjFillType; + e1FillType2 = m_ClipFillType; + } + else + { + e1FillType = m_ClipFillType; + e1FillType2 = m_SubjFillType; + } + if (e2.PolyTyp == PolyType.ptSubject) + { + e2FillType = m_SubjFillType; + e2FillType2 = m_ClipFillType; + } + else + { + e2FillType = m_ClipFillType; + e2FillType2 = m_SubjFillType; + } + + int e1Wc, e2Wc; + switch (e1FillType) + { + case PolyFillType.pftPositive: e1Wc = e1.WindCnt; break; + case PolyFillType.pftNegative: e1Wc = -e1.WindCnt; break; + default: e1Wc = Math.Abs(e1.WindCnt); break; + } + switch (e2FillType) + { + case PolyFillType.pftPositive: e2Wc = e2.WindCnt; break; + case PolyFillType.pftNegative: e2Wc = -e2.WindCnt; break; + default: e2Wc = Math.Abs(e2.WindCnt); break; + } + + if (e1Contributing && e2Contributing) + { + if ((e1Wc != 0 && e1Wc != 1) || (e2Wc != 0 && e2Wc != 1) || + (e1.PolyTyp != e2.PolyTyp && m_ClipType != ClipType.ctXor)) + { + AddLocalMaxPoly(e1, e2, pt); + } + else + { + AddOutPt(e1, pt); + AddOutPt(e2, pt); + SwapSides(e1, e2); + SwapPolyIndexes(e1, e2); + } + } + else if (e1Contributing) + { + if (e2Wc == 0 || e2Wc == 1) + { + AddOutPt(e1, pt); + SwapSides(e1, e2); + SwapPolyIndexes(e1, e2); + } + + } + else if (e2Contributing) + { + if (e1Wc == 0 || e1Wc == 1) + { + AddOutPt(e2, pt); + SwapSides(e1, e2); + SwapPolyIndexes(e1, e2); + } + } + else if ( (e1Wc == 0 || e1Wc == 1) && (e2Wc == 0 || e2Wc == 1)) + { + //neither edge is currently contributing ... + cInt e1Wc2, e2Wc2; + switch (e1FillType2) + { + case PolyFillType.pftPositive: e1Wc2 = e1.WindCnt2; break; + case PolyFillType.pftNegative: e1Wc2 = -e1.WindCnt2; break; + default: e1Wc2 = Math.Abs(e1.WindCnt2); break; + } + switch (e2FillType2) + { + case PolyFillType.pftPositive: e2Wc2 = e2.WindCnt2; break; + case PolyFillType.pftNegative: e2Wc2 = -e2.WindCnt2; break; + default: e2Wc2 = Math.Abs(e2.WindCnt2); break; + } + + if (e1.PolyTyp != e2.PolyTyp) + { + AddLocalMinPoly(e1, e2, pt); + } + else if (e1Wc == 1 && e2Wc == 1) + switch (m_ClipType) + { + case ClipType.ctIntersection: + if (e1Wc2 > 0 && e2Wc2 > 0) + AddLocalMinPoly(e1, e2, pt); + break; + case ClipType.ctUnion: + if (e1Wc2 <= 0 && e2Wc2 <= 0) + AddLocalMinPoly(e1, e2, pt); + break; + case ClipType.ctDifference: + if (((e1.PolyTyp == PolyType.ptClip) && (e1Wc2 > 0) && (e2Wc2 > 0)) || + ((e1.PolyTyp == PolyType.ptSubject) && (e1Wc2 <= 0) && (e2Wc2 <= 0))) + AddLocalMinPoly(e1, e2, pt); + break; + case ClipType.ctXor: + AddLocalMinPoly(e1, e2, pt); + break; + } + else + SwapSides(e1, e2); + } + } + //------------------------------------------------------------------------------ + + private void DeleteFromSEL(TEdge e) + { + TEdge SelPrev = e.PrevInSEL; + TEdge SelNext = e.NextInSEL; + if (SelPrev == null && SelNext == null && (e != m_SortedEdges)) + return; //already deleted + if (SelPrev != null) + SelPrev.NextInSEL = SelNext; + else m_SortedEdges = SelNext; + if (SelNext != null) + SelNext.PrevInSEL = SelPrev; + e.NextInSEL = null; + e.PrevInSEL = null; + } + //------------------------------------------------------------------------------ + + private void ProcessHorizontals() + { + TEdge horzEdge; //m_SortedEdges; + while (PopEdgeFromSEL(out horzEdge)) + ProcessHorizontal(horzEdge); + } + //------------------------------------------------------------------------------ + + void GetHorzDirection(TEdge HorzEdge, out Direction Dir, out cInt Left, out cInt Right) + { + if (HorzEdge.Bot.X < HorzEdge.Top.X) + { + Left = HorzEdge.Bot.X; + Right = HorzEdge.Top.X; + Dir = Direction.dLeftToRight; + } else + { + Left = HorzEdge.Top.X; + Right = HorzEdge.Bot.X; + Dir = Direction.dRightToLeft; + } + } + //------------------------------------------------------------------------ + + private void ProcessHorizontal(TEdge horzEdge) + { + Direction dir; + cInt horzLeft, horzRight; + bool IsOpen = horzEdge.WindDelta == 0; + + GetHorzDirection(horzEdge, out dir, out horzLeft, out horzRight); + + TEdge eLastHorz = horzEdge, eMaxPair = null; + while (eLastHorz.NextInLML != null && IsHorizontal(eLastHorz.NextInLML)) + eLastHorz = eLastHorz.NextInLML; + if (eLastHorz.NextInLML == null) + eMaxPair = GetMaximaPair(eLastHorz); + + Maxima currMax = m_Maxima; + if (currMax != null) + { + //get the first maxima in range (X) ... + if (dir == Direction.dLeftToRight) + { + while (currMax != null && currMax.X <= horzEdge.Bot.X) + currMax = currMax.Next; + if (currMax != null && currMax.X >= eLastHorz.Top.X) + currMax = null; + } + else + { + while (currMax.Next != null && currMax.Next.X < horzEdge.Bot.X) + currMax = currMax.Next; + if (currMax.X <= eLastHorz.Top.X) currMax = null; + } + } + + OutPt op1 = null; + for (;;) //loop through consec. horizontal edges + { + bool IsLastHorz = (horzEdge == eLastHorz); + TEdge e = GetNextInAEL(horzEdge, dir); + while(e != null) + { + + //this code block inserts extra coords into horizontal edges (in output + //polygons) whereever maxima touch these horizontal edges. This helps + //'simplifying' polygons (ie if the Simplify property is set). + if (currMax != null) + { + if (dir == Direction.dLeftToRight) + { + while (currMax != null && currMax.X < e.Curr.X) + { + if (horzEdge.OutIdx >= 0 && !IsOpen) + AddOutPt(horzEdge, new IntPoint(currMax.X, horzEdge.Bot.Y)); + currMax = currMax.Next; + } + } + else + { + while (currMax != null && currMax.X > e.Curr.X) + { + if (horzEdge.OutIdx >= 0 && !IsOpen) + AddOutPt(horzEdge, new IntPoint(currMax.X, horzEdge.Bot.Y)); + currMax = currMax.Prev; + } + } + }; + + if ((dir == Direction.dLeftToRight && e.Curr.X > horzRight) || + (dir == Direction.dRightToLeft && e.Curr.X < horzLeft)) break; + + //Also break if we've got to the end of an intermediate horizontal edge ... + //nb: Smaller Dx's are to the right of larger Dx's ABOVE the horizontal. + if (e.Curr.X == horzEdge.Top.X && horzEdge.NextInLML != null && + e.Dx < horzEdge.NextInLML.Dx) break; + + if (horzEdge.OutIdx >= 0 && !IsOpen) //note: may be done multiple times + { +#if use_xyz + if (dir == Direction.dLeftToRight) SetZ(ref e.Curr, horzEdge, e); + else SetZ(ref e.Curr, e, horzEdge); +#endif + + op1 = AddOutPt(horzEdge, e.Curr); + TEdge eNextHorz = m_SortedEdges; + while (eNextHorz != null) + { + if (eNextHorz.OutIdx >= 0 && + HorzSegmentsOverlap(horzEdge.Bot.X, + horzEdge.Top.X, eNextHorz.Bot.X, eNextHorz.Top.X)) + { + OutPt op2 = GetLastOutPt(eNextHorz); + AddJoin(op2, op1, eNextHorz.Top); + } + eNextHorz = eNextHorz.NextInSEL; + } + AddGhostJoin(op1, horzEdge.Bot); + } + + //OK, so far we're still in range of the horizontal Edge but make sure + //we're at the last of consec. horizontals when matching with eMaxPair + if(e == eMaxPair && IsLastHorz) + { + if (horzEdge.OutIdx >= 0) + AddLocalMaxPoly(horzEdge, eMaxPair, horzEdge.Top); + DeleteFromAEL(horzEdge); + DeleteFromAEL(eMaxPair); + return; + } + + if(dir == Direction.dLeftToRight) + { + IntPoint Pt = new IntPoint(e.Curr.X, horzEdge.Curr.Y); + IntersectEdges(horzEdge, e, Pt); + } + else + { + IntPoint Pt = new IntPoint(e.Curr.X, horzEdge.Curr.Y); + IntersectEdges(e, horzEdge, Pt); + } + TEdge eNext = GetNextInAEL(e, dir); + SwapPositionsInAEL(horzEdge, e); + e = eNext; + } //end while(e != null) + + //Break out of loop if HorzEdge.NextInLML is not also horizontal ... + if (horzEdge.NextInLML == null || !IsHorizontal(horzEdge.NextInLML)) break; + + UpdateEdgeIntoAEL(ref horzEdge); + if (horzEdge.OutIdx >= 0) AddOutPt(horzEdge, horzEdge.Bot); + GetHorzDirection(horzEdge, out dir, out horzLeft, out horzRight); + + } //end for (;;) + + if (horzEdge.OutIdx >= 0 && op1 == null) + { + op1 = GetLastOutPt(horzEdge); + TEdge eNextHorz = m_SortedEdges; + while (eNextHorz != null) + { + if (eNextHorz.OutIdx >= 0 && + HorzSegmentsOverlap(horzEdge.Bot.X, + horzEdge.Top.X, eNextHorz.Bot.X, eNextHorz.Top.X)) + { + OutPt op2 = GetLastOutPt(eNextHorz); + AddJoin(op2, op1, eNextHorz.Top); + } + eNextHorz = eNextHorz.NextInSEL; + } + AddGhostJoin(op1, horzEdge.Top); + } + + if (horzEdge.NextInLML != null) + { + if(horzEdge.OutIdx >= 0) + { + op1 = AddOutPt( horzEdge, horzEdge.Top); + + UpdateEdgeIntoAEL(ref horzEdge); + if (horzEdge.WindDelta == 0) return; + //nb: HorzEdge is no longer horizontal here + TEdge ePrev = horzEdge.PrevInAEL; + TEdge eNext = horzEdge.NextInAEL; + if (ePrev != null && ePrev.Curr.X == horzEdge.Bot.X && + ePrev.Curr.Y == horzEdge.Bot.Y && ePrev.WindDelta != 0 && + (ePrev.OutIdx >= 0 && ePrev.Curr.Y > ePrev.Top.Y && + SlopesEqual(horzEdge, ePrev, m_UseFullRange))) + { + OutPt op2 = AddOutPt(ePrev, horzEdge.Bot); + AddJoin(op1, op2, horzEdge.Top); + } + else if (eNext != null && eNext.Curr.X == horzEdge.Bot.X && + eNext.Curr.Y == horzEdge.Bot.Y && eNext.WindDelta != 0 && + eNext.OutIdx >= 0 && eNext.Curr.Y > eNext.Top.Y && + SlopesEqual(horzEdge, eNext, m_UseFullRange)) + { + OutPt op2 = AddOutPt(eNext, horzEdge.Bot); + AddJoin(op1, op2, horzEdge.Top); + } + } + else + UpdateEdgeIntoAEL(ref horzEdge); + } + else + { + if (horzEdge.OutIdx >= 0) AddOutPt(horzEdge, horzEdge.Top); + DeleteFromAEL(horzEdge); + } + } + //------------------------------------------------------------------------------ + + private TEdge GetNextInAEL(TEdge e, Direction Direction) + { + return Direction == Direction.dLeftToRight ? e.NextInAEL: e.PrevInAEL; + } + //------------------------------------------------------------------------------ + + private bool IsMinima(TEdge e) + { + return e != null && (e.Prev.NextInLML != e) && (e.Next.NextInLML != e); + } + //------------------------------------------------------------------------------ + + private bool IsMaxima(TEdge e, double Y) + { + return (e != null && e.Top.Y == Y && e.NextInLML == null); + } + //------------------------------------------------------------------------------ + + private bool IsIntermediate(TEdge e, double Y) + { + return (e.Top.Y == Y && e.NextInLML != null); + } + //------------------------------------------------------------------------------ + + internal TEdge GetMaximaPair(TEdge e) + { + if ((e.Next.Top == e.Top) && e.Next.NextInLML == null) + return e.Next; + else if ((e.Prev.Top == e.Top) && e.Prev.NextInLML == null) + return e.Prev; + else + return null; + } + //------------------------------------------------------------------------------ + + internal TEdge GetMaximaPairEx(TEdge e) + { + //as above but returns null if MaxPair isn't in AEL (unless it's horizontal) + TEdge result = GetMaximaPair(e); + if (result == null || result.OutIdx == Skip || + ((result.NextInAEL == result.PrevInAEL) && !IsHorizontal(result))) return null; + return result; + } + //------------------------------------------------------------------------------ + + private bool ProcessIntersections(cInt topY) + { + if( m_ActiveEdges == null ) return true; + try { + BuildIntersectList(topY); + if ( m_IntersectList.Count == 0) return true; + if (m_IntersectList.Count == 1 || FixupIntersectionOrder()) + ProcessIntersectList(); + else + return false; + } + catch { + m_SortedEdges = null; + m_IntersectList.Clear(); + throw new ClipperException("ProcessIntersections error"); + } + m_SortedEdges = null; + return true; + } + //------------------------------------------------------------------------------ + + private void BuildIntersectList(cInt topY) + { + if ( m_ActiveEdges == null ) return; + + //prepare for sorting ... + TEdge e = m_ActiveEdges; + m_SortedEdges = e; + while( e != null ) + { + e.PrevInSEL = e.PrevInAEL; + e.NextInSEL = e.NextInAEL; + e.Curr.X = TopX( e, topY ); + e = e.NextInAEL; + } + + //bubblesort ... + bool isModified = true; + while( isModified && m_SortedEdges != null ) + { + isModified = false; + e = m_SortedEdges; + while( e.NextInSEL != null ) + { + TEdge eNext = e.NextInSEL; + IntPoint pt; + if (e.Curr.X > eNext.Curr.X) + { + IntersectPoint(e, eNext, out pt); + if (pt.Y < topY) + pt = new IntPoint(TopX(e, topY), topY); + IntersectNode newNode = new IntersectNode(); + newNode.Edge1 = e; + newNode.Edge2 = eNext; + newNode.Pt = pt; + m_IntersectList.Add(newNode); + + SwapPositionsInSEL(e, eNext); + isModified = true; + } + else + e = eNext; + } + if( e.PrevInSEL != null ) e.PrevInSEL.NextInSEL = null; + else break; + } + m_SortedEdges = null; + } + //------------------------------------------------------------------------------ + + private bool EdgesAdjacent(IntersectNode inode) + { + return (inode.Edge1.NextInSEL == inode.Edge2) || + (inode.Edge1.PrevInSEL == inode.Edge2); + } + //------------------------------------------------------------------------------ + + private static int IntersectNodeSort(IntersectNode node1, IntersectNode node2) + { + //the following typecast is safe because the differences in Pt.Y will + //be limited to the height of the scanbeam. + return (int)(node2.Pt.Y - node1.Pt.Y); + } + //------------------------------------------------------------------------------ + + private bool FixupIntersectionOrder() + { + //pre-condition: intersections are sorted bottom-most first. + //Now it's crucial that intersections are made only between adjacent edges, + //so to ensure this the order of intersections may need adjusting ... + m_IntersectList.Sort(m_IntersectNodeComparer); + + CopyAELToSEL(); + int cnt = m_IntersectList.Count; + for (int i = 0; i < cnt; i++) + { + if (!EdgesAdjacent(m_IntersectList[i])) + { + int j = i + 1; + while (j < cnt && !EdgesAdjacent(m_IntersectList[j])) j++; + if (j == cnt) return false; + + IntersectNode tmp = m_IntersectList[i]; + m_IntersectList[i] = m_IntersectList[j]; + m_IntersectList[j] = tmp; + + } + SwapPositionsInSEL(m_IntersectList[i].Edge1, m_IntersectList[i].Edge2); + } + return true; + } + //------------------------------------------------------------------------------ + + private void ProcessIntersectList() + { + for (int i = 0; i < m_IntersectList.Count; i++) + { + IntersectNode iNode = m_IntersectList[i]; + { + IntersectEdges(iNode.Edge1, iNode.Edge2, iNode.Pt); + SwapPositionsInAEL(iNode.Edge1, iNode.Edge2); + } + } + m_IntersectList.Clear(); + } + //------------------------------------------------------------------------------ + + internal static cInt Round(double value) + { + return value < 0 ? (cInt)(value - 0.5) : (cInt)(value + 0.5); + } + //------------------------------------------------------------------------------ + + private static cInt TopX(TEdge edge, cInt currentY) + { + if (currentY == edge.Top.Y) + return edge.Top.X; + return edge.Bot.X + Round(edge.Dx *(currentY - edge.Bot.Y)); + } + //------------------------------------------------------------------------------ + + private void IntersectPoint(TEdge edge1, TEdge edge2, out IntPoint ip) + { + ip = new IntPoint(); + double b1, b2; + //nb: with very large coordinate values, it's possible for SlopesEqual() to + //return false but for the edge.Dx value be equal due to double precision rounding. + if (edge1.Dx == edge2.Dx) + { + ip.Y = edge1.Curr.Y; + ip.X = TopX(edge1, ip.Y); + return; + } + + if (edge1.Delta.X == 0) + { + ip.X = edge1.Bot.X; + if (IsHorizontal(edge2)) + { + ip.Y = edge2.Bot.Y; + } + else + { + b2 = edge2.Bot.Y - (edge2.Bot.X / edge2.Dx); + ip.Y = Round(ip.X / edge2.Dx + b2); + } + } + else if (edge2.Delta.X == 0) + { + ip.X = edge2.Bot.X; + if (IsHorizontal(edge1)) + { + ip.Y = edge1.Bot.Y; + } + else + { + b1 = edge1.Bot.Y - (edge1.Bot.X / edge1.Dx); + ip.Y = Round(ip.X / edge1.Dx + b1); + } + } + else + { + b1 = edge1.Bot.X - edge1.Bot.Y * edge1.Dx; + b2 = edge2.Bot.X - edge2.Bot.Y * edge2.Dx; + double q = (b2 - b1) / (edge1.Dx - edge2.Dx); + ip.Y = Round(q); + if (Math.Abs(edge1.Dx) < Math.Abs(edge2.Dx)) + ip.X = Round(edge1.Dx * q + b1); + else + ip.X = Round(edge2.Dx * q + b2); + } + + if (ip.Y < edge1.Top.Y || ip.Y < edge2.Top.Y) + { + if (edge1.Top.Y > edge2.Top.Y) + ip.Y = edge1.Top.Y; + else + ip.Y = edge2.Top.Y; + if (Math.Abs(edge1.Dx) < Math.Abs(edge2.Dx)) + ip.X = TopX(edge1, ip.Y); + else + ip.X = TopX(edge2, ip.Y); + } + //finally, don't allow 'ip' to be BELOW curr.Y (ie bottom of scanbeam) ... + if (ip.Y > edge1.Curr.Y) + { + ip.Y = edge1.Curr.Y; + //better to use the more vertical edge to derive X ... + if (Math.Abs(edge1.Dx) > Math.Abs(edge2.Dx)) + ip.X = TopX(edge2, ip.Y); + else + ip.X = TopX(edge1, ip.Y); + } + } + //------------------------------------------------------------------------------ + + private void ProcessEdgesAtTopOfScanbeam(cInt topY) + { + TEdge e = m_ActiveEdges; + while(e != null) + { + //1. process maxima, treating them as if they're 'bent' horizontal edges, + // but exclude maxima with horizontal edges. nb: e can't be a horizontal. + bool IsMaximaEdge = IsMaxima(e, topY); + + if(IsMaximaEdge) + { + TEdge eMaxPair = GetMaximaPairEx(e); + IsMaximaEdge = (eMaxPair == null || !IsHorizontal(eMaxPair)); + } + + if(IsMaximaEdge) + { + if (StrictlySimple) InsertMaxima(e.Top.X); + TEdge ePrev = e.PrevInAEL; + DoMaxima(e); + if( ePrev == null) e = m_ActiveEdges; + else e = ePrev.NextInAEL; + } + else + { + //2. promote horizontal edges, otherwise update Curr.X and Curr.Y ... + if (IsIntermediate(e, topY) && IsHorizontal(e.NextInLML)) + { + UpdateEdgeIntoAEL(ref e); + if (e.OutIdx >= 0) + AddOutPt(e, e.Bot); + AddEdgeToSEL(e); + } + else + { + e.Curr.X = TopX( e, topY ); + e.Curr.Y = topY; +#if use_xyz + if (e.Top.Y == topY) e.Curr.Z = e.Top.Z; + else if (e.Bot.Y == topY) e.Curr.Z = e.Bot.Z; + else e.Curr.Z = 0; +#endif + } + //When StrictlySimple and 'e' is being touched by another edge, then + //make sure both edges have a vertex here ... + if (StrictlySimple) + { + TEdge ePrev = e.PrevInAEL; + if ((e.OutIdx >= 0) && (e.WindDelta != 0) && ePrev != null && + (ePrev.OutIdx >= 0) && (ePrev.Curr.X == e.Curr.X) && + (ePrev.WindDelta != 0)) + { + IntPoint ip = new IntPoint(e.Curr); +#if use_xyz + SetZ(ref ip, ePrev, e); +#endif + OutPt op = AddOutPt(ePrev, ip); + OutPt op2 = AddOutPt(e, ip); + AddJoin(op, op2, ip); //StrictlySimple (type-3) join + } + } + + e = e.NextInAEL; + } + } + + //3. Process horizontals at the Top of the scanbeam ... + ProcessHorizontals(); + m_Maxima = null; + + //4. Promote intermediate vertices ... + e = m_ActiveEdges; + while (e != null) + { + if(IsIntermediate(e, topY)) + { + OutPt op = null; + if( e.OutIdx >= 0 ) + op = AddOutPt(e, e.Top); + UpdateEdgeIntoAEL(ref e); + + //if output polygons share an edge, they'll need joining later ... + TEdge ePrev = e.PrevInAEL; + TEdge eNext = e.NextInAEL; + if (ePrev != null && ePrev.Curr.X == e.Bot.X && + ePrev.Curr.Y == e.Bot.Y && op != null && + ePrev.OutIdx >= 0 && ePrev.Curr.Y > ePrev.Top.Y && + SlopesEqual(e.Curr, e.Top, ePrev.Curr, ePrev.Top, m_UseFullRange) && + (e.WindDelta != 0) && (ePrev.WindDelta != 0)) + { + OutPt op2 = AddOutPt(ePrev, e.Bot); + AddJoin(op, op2, e.Top); + } + else if (eNext != null && eNext.Curr.X == e.Bot.X && + eNext.Curr.Y == e.Bot.Y && op != null && + eNext.OutIdx >= 0 && eNext.Curr.Y > eNext.Top.Y && + SlopesEqual(e.Curr, e.Top, eNext.Curr, eNext.Top, m_UseFullRange) && + (e.WindDelta != 0) && (eNext.WindDelta != 0)) + { + OutPt op2 = AddOutPt(eNext, e.Bot); + AddJoin(op, op2, e.Top); + } + } + e = e.NextInAEL; + } + } + //------------------------------------------------------------------------------ + + private void DoMaxima(TEdge e) + { + TEdge eMaxPair = GetMaximaPairEx(e); + if (eMaxPair == null) + { + if (e.OutIdx >= 0) + AddOutPt(e, e.Top); + DeleteFromAEL(e); + return; + } + + TEdge eNext = e.NextInAEL; + while(eNext != null && eNext != eMaxPair) + { + IntersectEdges(e, eNext, e.Top); + SwapPositionsInAEL(e, eNext); + eNext = e.NextInAEL; + } + + if(e.OutIdx == Unassigned && eMaxPair.OutIdx == Unassigned) + { + DeleteFromAEL(e); + DeleteFromAEL(eMaxPair); + } + else if( e.OutIdx >= 0 && eMaxPair.OutIdx >= 0 ) + { + if (e.OutIdx >= 0) AddLocalMaxPoly(e, eMaxPair, e.Top); + DeleteFromAEL(e); + DeleteFromAEL(eMaxPair); + } +#if use_lines + else if (e.WindDelta == 0) + { + if (e.OutIdx >= 0) + { + AddOutPt(e, e.Top); + e.OutIdx = Unassigned; + } + DeleteFromAEL(e); + + if (eMaxPair.OutIdx >= 0) + { + AddOutPt(eMaxPair, e.Top); + eMaxPair.OutIdx = Unassigned; + } + DeleteFromAEL(eMaxPair); + } +#endif + else throw new ClipperException("DoMaxima error"); + } + //------------------------------------------------------------------------------ + + public static void ReversePaths(Paths polys) + { + foreach (var poly in polys) { poly.Reverse(); } + } + //------------------------------------------------------------------------------ + + public static bool Orientation(Path poly) + { + return Area(poly) >= 0; + } + //------------------------------------------------------------------------------ + + private int PointCount(OutPt pts) + { + if (pts == null) return 0; + int result = 0; + OutPt p = pts; + do + { + result++; + p = p.Next; + } + while (p != pts); + return result; + } + //------------------------------------------------------------------------------ + + private void BuildResult(Paths polyg) + { + polyg.Clear(); + polyg.Capacity = m_PolyOuts.Count; + for (int i = 0; i < m_PolyOuts.Count; i++) + { + OutRec outRec = m_PolyOuts[i]; + if (outRec.Pts == null) continue; + OutPt p = outRec.Pts.Prev; + int cnt = PointCount(p); + if (cnt < 2) continue; + Path pg = new Path(cnt); + for (int j = 0; j < cnt; j++) + { + pg.Add(p.Pt); + p = p.Prev; + } + polyg.Add(pg); + } + } + //------------------------------------------------------------------------------ + + private void BuildResult2(PolyTree polytree) + { + polytree.Clear(); + + //add each output polygon/contour to polytree ... + polytree.m_AllPolys.Capacity = m_PolyOuts.Count; + for (int i = 0; i < m_PolyOuts.Count; i++) + { + OutRec outRec = m_PolyOuts[i]; + int cnt = PointCount(outRec.Pts); + if ((outRec.IsOpen && cnt < 2) || + (!outRec.IsOpen && cnt < 3)) continue; + FixHoleLinkage(outRec); + PolyNode pn = new PolyNode(); + polytree.m_AllPolys.Add(pn); + outRec.PolyNode = pn; + pn.m_polygon.Capacity = cnt; + OutPt op = outRec.Pts.Prev; + for (int j = 0; j < cnt; j++) + { + pn.m_polygon.Add(op.Pt); + op = op.Prev; + } + } + + //fixup PolyNode links etc ... + polytree.m_Childs.Capacity = m_PolyOuts.Count; + for (int i = 0; i < m_PolyOuts.Count; i++) + { + OutRec outRec = m_PolyOuts[i]; + if (outRec.PolyNode == null) continue; + else if (outRec.IsOpen) + { + outRec.PolyNode.IsOpen = true; + polytree.AddChild(outRec.PolyNode); + } + else if (outRec.FirstLeft != null && + outRec.FirstLeft.PolyNode != null) + outRec.FirstLeft.PolyNode.AddChild(outRec.PolyNode); + else + polytree.AddChild(outRec.PolyNode); + } + } + //------------------------------------------------------------------------------ + + private void FixupOutPolyline(OutRec outrec) + { + OutPt pp = outrec.Pts; + OutPt lastPP = pp.Prev; + while (pp != lastPP) + { + pp = pp.Next; + if (pp.Pt == pp.Prev.Pt) + { + if (pp == lastPP) lastPP = pp.Prev; + OutPt tmpPP = pp.Prev; + tmpPP.Next = pp.Next; + pp.Next.Prev = tmpPP; + pp = tmpPP; + } + } + if (pp == pp.Prev) outrec.Pts = null; + } + //------------------------------------------------------------------------------ + + private void FixupOutPolygon(OutRec outRec) + { + //FixupOutPolygon() - removes duplicate points and simplifies consecutive + //parallel edges by removing the middle vertex. + OutPt lastOK = null; + outRec.BottomPt = null; + OutPt pp = outRec.Pts; + bool preserveCol = PreserveCollinear || StrictlySimple; + for (;;) + { + if (pp.Prev == pp || pp.Prev == pp.Next) + { + outRec.Pts = null; + return; + } + //test for duplicate points and collinear edges ... + if ((pp.Pt == pp.Next.Pt) || (pp.Pt == pp.Prev.Pt) || + (SlopesEqual(pp.Prev.Pt, pp.Pt, pp.Next.Pt, m_UseFullRange) && + (!preserveCol || !Pt2IsBetweenPt1AndPt3(pp.Prev.Pt, pp.Pt, pp.Next.Pt)))) + { + lastOK = null; + pp.Prev.Next = pp.Next; + pp.Next.Prev = pp.Prev; + pp = pp.Prev; + } + else if (pp == lastOK) break; + else + { + if (lastOK == null) lastOK = pp; + pp = pp.Next; + } + } + outRec.Pts = pp; + } + //------------------------------------------------------------------------------ + + OutPt DupOutPt(OutPt outPt, bool InsertAfter) + { + OutPt result = new OutPt(); + result.Pt = outPt.Pt; + result.Idx = outPt.Idx; + if (InsertAfter) + { + result.Next = outPt.Next; + result.Prev = outPt; + outPt.Next.Prev = result; + outPt.Next = result; + } + else + { + result.Prev = outPt.Prev; + result.Next = outPt; + outPt.Prev.Next = result; + outPt.Prev = result; + } + return result; + } + //------------------------------------------------------------------------------ + + bool GetOverlap(cInt a1, cInt a2, cInt b1, cInt b2, out cInt Left, out cInt Right) + { + if (a1 < a2) + { + if (b1 < b2) {Left = Math.Max(a1,b1); Right = Math.Min(a2,b2);} + else {Left = Math.Max(a1,b2); Right = Math.Min(a2,b1);} + } + else + { + if (b1 < b2) {Left = Math.Max(a2,b1); Right = Math.Min(a1,b2);} + else { Left = Math.Max(a2, b2); Right = Math.Min(a1, b1); } + } + return Left < Right; + } + //------------------------------------------------------------------------------ + + bool JoinHorz(OutPt op1, OutPt op1b, OutPt op2, OutPt op2b, + IntPoint Pt, bool DiscardLeft) + { + Direction Dir1 = (op1.Pt.X > op1b.Pt.X ? + Direction.dRightToLeft : Direction.dLeftToRight); + Direction Dir2 = (op2.Pt.X > op2b.Pt.X ? + Direction.dRightToLeft : Direction.dLeftToRight); + if (Dir1 == Dir2) return false; + + //When DiscardLeft, we want Op1b to be on the Left of Op1, otherwise we + //want Op1b to be on the Right. (And likewise with Op2 and Op2b.) + //So, to facilitate this while inserting Op1b and Op2b ... + //when DiscardLeft, make sure we're AT or RIGHT of Pt before adding Op1b, + //otherwise make sure we're AT or LEFT of Pt. (Likewise with Op2b.) + if (Dir1 == Direction.dLeftToRight) + { + while (op1.Next.Pt.X <= Pt.X && + op1.Next.Pt.X >= op1.Pt.X && op1.Next.Pt.Y == Pt.Y) + op1 = op1.Next; + if (DiscardLeft && (op1.Pt.X != Pt.X)) op1 = op1.Next; + op1b = DupOutPt(op1, !DiscardLeft); + if (op1b.Pt != Pt) + { + op1 = op1b; + op1.Pt = Pt; + op1b = DupOutPt(op1, !DiscardLeft); + } + } + else + { + while (op1.Next.Pt.X >= Pt.X && + op1.Next.Pt.X <= op1.Pt.X && op1.Next.Pt.Y == Pt.Y) + op1 = op1.Next; + if (!DiscardLeft && (op1.Pt.X != Pt.X)) op1 = op1.Next; + op1b = DupOutPt(op1, DiscardLeft); + if (op1b.Pt != Pt) + { + op1 = op1b; + op1.Pt = Pt; + op1b = DupOutPt(op1, DiscardLeft); + } + } + + if (Dir2 == Direction.dLeftToRight) + { + while (op2.Next.Pt.X <= Pt.X && + op2.Next.Pt.X >= op2.Pt.X && op2.Next.Pt.Y == Pt.Y) + op2 = op2.Next; + if (DiscardLeft && (op2.Pt.X != Pt.X)) op2 = op2.Next; + op2b = DupOutPt(op2, !DiscardLeft); + if (op2b.Pt != Pt) + { + op2 = op2b; + op2.Pt = Pt; + op2b = DupOutPt(op2, !DiscardLeft); + }; + } else + { + while (op2.Next.Pt.X >= Pt.X && + op2.Next.Pt.X <= op2.Pt.X && op2.Next.Pt.Y == Pt.Y) + op2 = op2.Next; + if (!DiscardLeft && (op2.Pt.X != Pt.X)) op2 = op2.Next; + op2b = DupOutPt(op2, DiscardLeft); + if (op2b.Pt != Pt) + { + op2 = op2b; + op2.Pt = Pt; + op2b = DupOutPt(op2, DiscardLeft); + }; + }; + + if ((Dir1 == Direction.dLeftToRight) == DiscardLeft) + { + op1.Prev = op2; + op2.Next = op1; + op1b.Next = op2b; + op2b.Prev = op1b; + } + else + { + op1.Next = op2; + op2.Prev = op1; + op1b.Prev = op2b; + op2b.Next = op1b; + } + return true; + } + //------------------------------------------------------------------------------ + + private bool JoinPoints(Join j, OutRec outRec1, OutRec outRec2) + { + OutPt op1 = j.OutPt1, op1b; + OutPt op2 = j.OutPt2, op2b; + + //There are 3 kinds of joins for output polygons ... + //1. Horizontal joins where Join.OutPt1 & Join.OutPt2 are vertices anywhere + //along (horizontal) collinear edges (& Join.OffPt is on the same horizontal). + //2. Non-horizontal joins where Join.OutPt1 & Join.OutPt2 are at the same + //location at the Bottom of the overlapping segment (& Join.OffPt is above). + //3. StrictlySimple joins where edges touch but are not collinear and where + //Join.OutPt1, Join.OutPt2 & Join.OffPt all share the same point. + bool isHorizontal = (j.OutPt1.Pt.Y == j.OffPt.Y); + + if (isHorizontal && (j.OffPt == j.OutPt1.Pt) && (j.OffPt == j.OutPt2.Pt)) + { + //Strictly Simple join ... + if (outRec1 != outRec2) return false; + op1b = j.OutPt1.Next; + while (op1b != op1 && (op1b.Pt == j.OffPt)) + op1b = op1b.Next; + bool reverse1 = (op1b.Pt.Y > j.OffPt.Y); + op2b = j.OutPt2.Next; + while (op2b != op2 && (op2b.Pt == j.OffPt)) + op2b = op2b.Next; + bool reverse2 = (op2b.Pt.Y > j.OffPt.Y); + if (reverse1 == reverse2) return false; + if (reverse1) + { + op1b = DupOutPt(op1, false); + op2b = DupOutPt(op2, true); + op1.Prev = op2; + op2.Next = op1; + op1b.Next = op2b; + op2b.Prev = op1b; + j.OutPt1 = op1; + j.OutPt2 = op1b; + return true; + } else + { + op1b = DupOutPt(op1, true); + op2b = DupOutPt(op2, false); + op1.Next = op2; + op2.Prev = op1; + op1b.Prev = op2b; + op2b.Next = op1b; + j.OutPt1 = op1; + j.OutPt2 = op1b; + return true; + } + } + else if (isHorizontal) + { + //treat horizontal joins differently to non-horizontal joins since with + //them we're not yet sure where the overlapping is. OutPt1.Pt & OutPt2.Pt + //may be anywhere along the horizontal edge. + op1b = op1; + while (op1.Prev.Pt.Y == op1.Pt.Y && op1.Prev != op1b && op1.Prev != op2) + op1 = op1.Prev; + while (op1b.Next.Pt.Y == op1b.Pt.Y && op1b.Next != op1 && op1b.Next != op2) + op1b = op1b.Next; + if (op1b.Next == op1 || op1b.Next == op2) return false; //a flat 'polygon' + + op2b = op2; + while (op2.Prev.Pt.Y == op2.Pt.Y && op2.Prev != op2b && op2.Prev != op1b) + op2 = op2.Prev; + while (op2b.Next.Pt.Y == op2b.Pt.Y && op2b.Next != op2 && op2b.Next != op1) + op2b = op2b.Next; + if (op2b.Next == op2 || op2b.Next == op1) return false; //a flat 'polygon' + + cInt Left, Right; + //Op1 -. Op1b & Op2 -. Op2b are the extremites of the horizontal edges + if (!GetOverlap(op1.Pt.X, op1b.Pt.X, op2.Pt.X, op2b.Pt.X, out Left, out Right)) + return false; + + //DiscardLeftSide: when overlapping edges are joined, a spike will created + //which needs to be cleaned up. However, we don't want Op1 or Op2 caught up + //on the discard Side as either may still be needed for other joins ... + IntPoint Pt; + bool DiscardLeftSide; + if (op1.Pt.X >= Left && op1.Pt.X <= Right) + { + Pt = op1.Pt; DiscardLeftSide = (op1.Pt.X > op1b.Pt.X); + } + else if (op2.Pt.X >= Left&& op2.Pt.X <= Right) + { + Pt = op2.Pt; DiscardLeftSide = (op2.Pt.X > op2b.Pt.X); + } + else if (op1b.Pt.X >= Left && op1b.Pt.X <= Right) + { + Pt = op1b.Pt; DiscardLeftSide = op1b.Pt.X > op1.Pt.X; + } + else + { + Pt = op2b.Pt; DiscardLeftSide = (op2b.Pt.X > op2.Pt.X); + } + j.OutPt1 = op1; + j.OutPt2 = op2; + return JoinHorz(op1, op1b, op2, op2b, Pt, DiscardLeftSide); + } else + { + //nb: For non-horizontal joins ... + // 1. Jr.OutPt1.Pt.Y == Jr.OutPt2.Pt.Y + // 2. Jr.OutPt1.Pt > Jr.OffPt.Y + + //make sure the polygons are correctly oriented ... + op1b = op1.Next; + while ((op1b.Pt == op1.Pt) && (op1b != op1)) op1b = op1b.Next; + bool Reverse1 = ((op1b.Pt.Y > op1.Pt.Y) || + !SlopesEqual(op1.Pt, op1b.Pt, j.OffPt, m_UseFullRange)); + if (Reverse1) + { + op1b = op1.Prev; + while ((op1b.Pt == op1.Pt) && (op1b != op1)) op1b = op1b.Prev; + if ((op1b.Pt.Y > op1.Pt.Y) || + !SlopesEqual(op1.Pt, op1b.Pt, j.OffPt, m_UseFullRange)) return false; + }; + op2b = op2.Next; + while ((op2b.Pt == op2.Pt) && (op2b != op2)) op2b = op2b.Next; + bool Reverse2 = ((op2b.Pt.Y > op2.Pt.Y) || + !SlopesEqual(op2.Pt, op2b.Pt, j.OffPt, m_UseFullRange)); + if (Reverse2) + { + op2b = op2.Prev; + while ((op2b.Pt == op2.Pt) && (op2b != op2)) op2b = op2b.Prev; + if ((op2b.Pt.Y > op2.Pt.Y) || + !SlopesEqual(op2.Pt, op2b.Pt, j.OffPt, m_UseFullRange)) return false; + } + + if ((op1b == op1) || (op2b == op2) || (op1b == op2b) || + ((outRec1 == outRec2) && (Reverse1 == Reverse2))) return false; + + if (Reverse1) + { + op1b = DupOutPt(op1, false); + op2b = DupOutPt(op2, true); + op1.Prev = op2; + op2.Next = op1; + op1b.Next = op2b; + op2b.Prev = op1b; + j.OutPt1 = op1; + j.OutPt2 = op1b; + return true; + } else + { + op1b = DupOutPt(op1, true); + op2b = DupOutPt(op2, false); + op1.Next = op2; + op2.Prev = op1; + op1b.Prev = op2b; + op2b.Next = op1b; + j.OutPt1 = op1; + j.OutPt2 = op1b; + return true; + } + } + } + //---------------------------------------------------------------------- + + public static int PointInPolygon(IntPoint pt, Path path) + { + //returns 0 if false, +1 if true, -1 if pt ON polygon boundary + //See "The Point in Polygon Problem for Arbitrary Polygons" by Hormann & Agathos + //http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.5498&rep=rep1&type=pdf + int result = 0, cnt = path.Count; + if (cnt < 3) return 0; + IntPoint ip = path[0]; + for (int i = 1; i <= cnt; ++i) + { + IntPoint ipNext = (i == cnt ? path[0] : path[i]); + if (ipNext.Y == pt.Y) + { + if ((ipNext.X == pt.X) || (ip.Y == pt.Y && + ((ipNext.X > pt.X) == (ip.X < pt.X)))) return -1; + } + if ((ip.Y < pt.Y) != (ipNext.Y < pt.Y)) + { + if (ip.X >= pt.X) + { + if (ipNext.X > pt.X) result = 1 - result; + else + { + double d = (double)(ip.X - pt.X) * (ipNext.Y - pt.Y) - + (double)(ipNext.X - pt.X) * (ip.Y - pt.Y); + if (d == 0) return -1; + else if ((d > 0) == (ipNext.Y > ip.Y)) result = 1 - result; + } + } + else + { + if (ipNext.X > pt.X) + { + double d = (double)(ip.X - pt.X) * (ipNext.Y - pt.Y) - + (double)(ipNext.X - pt.X) * (ip.Y - pt.Y); + if (d == 0) return -1; + else if ((d > 0) == (ipNext.Y > ip.Y)) result = 1 - result; + } + } + } + ip = ipNext; + } + return result; + } + //------------------------------------------------------------------------------ + + //See "The Point in Polygon Problem for Arbitrary Polygons" by Hormann & Agathos + //http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.88.5498&rep=rep1&type=pdf + private static int PointInPolygon(IntPoint pt, OutPt op) + { + //returns 0 if false, +1 if true, -1 if pt ON polygon boundary + int result = 0; + OutPt startOp = op; + cInt ptx = pt.X, pty = pt.Y; + cInt poly0x = op.Pt.X, poly0y = op.Pt.Y; + do + { + op = op.Next; + cInt poly1x = op.Pt.X, poly1y = op.Pt.Y; + + if (poly1y == pty) + { + if ((poly1x == ptx) || (poly0y == pty && + ((poly1x > ptx) == (poly0x < ptx)))) return -1; + } + if ((poly0y < pty) != (poly1y < pty)) + { + if (poly0x >= ptx) + { + if (poly1x > ptx) result = 1 - result; + else + { + double d = (double)(poly0x - ptx) * (poly1y - pty) - + (double)(poly1x - ptx) * (poly0y - pty); + if (d == 0) return -1; + if ((d > 0) == (poly1y > poly0y)) result = 1 - result; + } + } + else + { + if (poly1x > ptx) + { + double d = (double)(poly0x - ptx) * (poly1y - pty) - + (double)(poly1x - ptx) * (poly0y - pty); + if (d == 0) return -1; + if ((d > 0) == (poly1y > poly0y)) result = 1 - result; + } + } + } + poly0x = poly1x; poly0y = poly1y; + } while (startOp != op); + return result; + } + //------------------------------------------------------------------------------ + + private static bool Poly2ContainsPoly1(OutPt outPt1, OutPt outPt2) + { + OutPt op = outPt1; + do + { + //nb: PointInPolygon returns 0 if false, +1 if true, -1 if pt on polygon + int res = PointInPolygon(op.Pt, outPt2); + if (res >= 0) return res > 0; + op = op.Next; + } + while (op != outPt1); + return true; + } + //---------------------------------------------------------------------- + + private void FixupFirstLefts1(OutRec OldOutRec, OutRec NewOutRec) + { + foreach (OutRec outRec in m_PolyOuts) + { + OutRec firstLeft = ParseFirstLeft(outRec.FirstLeft); + if (outRec.Pts != null && firstLeft == OldOutRec) + { + if (Poly2ContainsPoly1(outRec.Pts, NewOutRec.Pts)) + outRec.FirstLeft = NewOutRec; + } + } + } + //---------------------------------------------------------------------- + + private void FixupFirstLefts2(OutRec innerOutRec, OutRec outerOutRec) + { + //A polygon has split into two such that one is now the inner of the other. + //It's possible that these polygons now wrap around other polygons, so check + //every polygon that's also contained by OuterOutRec's FirstLeft container + //(including nil) to see if they've become inner to the new inner polygon ... + OutRec orfl = outerOutRec.FirstLeft; + foreach (OutRec outRec in m_PolyOuts) + { + if (outRec.Pts == null || outRec == outerOutRec || outRec == innerOutRec) + continue; + OutRec firstLeft = ParseFirstLeft(outRec.FirstLeft); + if (firstLeft != orfl && firstLeft != innerOutRec && firstLeft != outerOutRec) + continue; + if (Poly2ContainsPoly1(outRec.Pts, innerOutRec.Pts)) + outRec.FirstLeft = innerOutRec; + else if (Poly2ContainsPoly1(outRec.Pts, outerOutRec.Pts)) + outRec.FirstLeft = outerOutRec; + else if (outRec.FirstLeft == innerOutRec || outRec.FirstLeft == outerOutRec) + outRec.FirstLeft = orfl; + } + } + //---------------------------------------------------------------------- + + private void FixupFirstLefts3(OutRec OldOutRec, OutRec NewOutRec) + { + //same as FixupFirstLefts1 but doesn't call Poly2ContainsPoly1() + foreach (OutRec outRec in m_PolyOuts) + { + OutRec firstLeft = ParseFirstLeft(outRec.FirstLeft); + if (outRec.Pts != null && firstLeft == OldOutRec) + outRec.FirstLeft = NewOutRec; + } + } + //---------------------------------------------------------------------- + + private static OutRec ParseFirstLeft(OutRec FirstLeft) + { + while (FirstLeft != null && FirstLeft.Pts == null) + FirstLeft = FirstLeft.FirstLeft; + return FirstLeft; + } + //------------------------------------------------------------------------------ + + private void JoinCommonEdges() + { + for (int i = 0; i < m_Joins.Count; i++) + { + Join join = m_Joins[i]; + + OutRec outRec1 = GetOutRec(join.OutPt1.Idx); + OutRec outRec2 = GetOutRec(join.OutPt2.Idx); + + if (outRec1.Pts == null || outRec2.Pts == null) continue; + if (outRec1.IsOpen || outRec2.IsOpen) continue; + + //get the polygon fragment with the correct hole state (FirstLeft) + //before calling JoinPoints() ... + OutRec holeStateRec; + if (outRec1 == outRec2) holeStateRec = outRec1; + else if (OutRec1RightOfOutRec2(outRec1, outRec2)) holeStateRec = outRec2; + else if (OutRec1RightOfOutRec2(outRec2, outRec1)) holeStateRec = outRec1; + else holeStateRec = GetLowermostRec(outRec1, outRec2); + + if (!JoinPoints(join, outRec1, outRec2)) continue; + + if (outRec1 == outRec2) + { + //instead of joining two polygons, we've just created a new one by + //splitting one polygon into two. + outRec1.Pts = join.OutPt1; + outRec1.BottomPt = null; + outRec2 = CreateOutRec(); + outRec2.Pts = join.OutPt2; + + //update all OutRec2.Pts Idx's ... + UpdateOutPtIdxs(outRec2); + + if (Poly2ContainsPoly1(outRec2.Pts, outRec1.Pts)) + { + //outRec1 contains outRec2 ... + outRec2.IsHole = !outRec1.IsHole; + outRec2.FirstLeft = outRec1; + + if (m_UsingPolyTree) FixupFirstLefts2(outRec2, outRec1); + + if ((outRec2.IsHole ^ ReverseSolution) == (Area(outRec2) > 0)) + ReversePolyPtLinks(outRec2.Pts); + + } + else if (Poly2ContainsPoly1(outRec1.Pts, outRec2.Pts)) + { + //outRec2 contains outRec1 ... + outRec2.IsHole = outRec1.IsHole; + outRec1.IsHole = !outRec2.IsHole; + outRec2.FirstLeft = outRec1.FirstLeft; + outRec1.FirstLeft = outRec2; + + if (m_UsingPolyTree) FixupFirstLefts2(outRec1, outRec2); + + if ((outRec1.IsHole ^ ReverseSolution) == (Area(outRec1) > 0)) + ReversePolyPtLinks(outRec1.Pts); + } + else + { + //the 2 polygons are completely separate ... + outRec2.IsHole = outRec1.IsHole; + outRec2.FirstLeft = outRec1.FirstLeft; + + //fixup FirstLeft pointers that may need reassigning to OutRec2 + if (m_UsingPolyTree) FixupFirstLefts1(outRec1, outRec2); + } + + } else + { + //joined 2 polygons together ... + + outRec2.Pts = null; + outRec2.BottomPt = null; + outRec2.Idx = outRec1.Idx; + + outRec1.IsHole = holeStateRec.IsHole; + if (holeStateRec == outRec2) + outRec1.FirstLeft = outRec2.FirstLeft; + outRec2.FirstLeft = outRec1; + + //fixup FirstLeft pointers that may need reassigning to OutRec1 + if (m_UsingPolyTree) FixupFirstLefts3(outRec2, outRec1); + } + } + } + //------------------------------------------------------------------------------ + + private void UpdateOutPtIdxs(OutRec outrec) + { + OutPt op = outrec.Pts; + do + { + op.Idx = outrec.Idx; + op = op.Prev; + } + while(op != outrec.Pts); + } + //------------------------------------------------------------------------------ + + private void DoSimplePolygons() + { + int i = 0; + while (i < m_PolyOuts.Count) + { + OutRec outrec = m_PolyOuts[i++]; + OutPt op = outrec.Pts; + if (op == null || outrec.IsOpen) continue; + do //for each Pt in Polygon until duplicate found do ... + { + OutPt op2 = op.Next; + while (op2 != outrec.Pts) + { + if ((op.Pt == op2.Pt) && op2.Next != op && op2.Prev != op) + { + //split the polygon into two ... + OutPt op3 = op.Prev; + OutPt op4 = op2.Prev; + op.Prev = op4; + op4.Next = op; + op2.Prev = op3; + op3.Next = op2; + + outrec.Pts = op; + OutRec outrec2 = CreateOutRec(); + outrec2.Pts = op2; + UpdateOutPtIdxs(outrec2); + if (Poly2ContainsPoly1(outrec2.Pts, outrec.Pts)) + { + //OutRec2 is contained by OutRec1 ... + outrec2.IsHole = !outrec.IsHole; + outrec2.FirstLeft = outrec; + if (m_UsingPolyTree) FixupFirstLefts2(outrec2, outrec); + } + else + if (Poly2ContainsPoly1(outrec.Pts, outrec2.Pts)) + { + //OutRec1 is contained by OutRec2 ... + outrec2.IsHole = outrec.IsHole; + outrec.IsHole = !outrec2.IsHole; + outrec2.FirstLeft = outrec.FirstLeft; + outrec.FirstLeft = outrec2; + if (m_UsingPolyTree) FixupFirstLefts2(outrec, outrec2); + } + else + { + //the 2 polygons are separate ... + outrec2.IsHole = outrec.IsHole; + outrec2.FirstLeft = outrec.FirstLeft; + if (m_UsingPolyTree) FixupFirstLefts1(outrec, outrec2); + } + op2 = op; //ie get ready for the next iteration + } + op2 = op2.Next; + } + op = op.Next; + } + while (op != outrec.Pts); + } + } + //------------------------------------------------------------------------------ + + public static double Area(Path poly) + { + int cnt = (int)poly.Count; + if (cnt < 3) return 0; + double a = 0; + for (int i = 0, j = cnt - 1; i < cnt; ++i) + { + a += ((double)poly[j].X + poly[i].X) * ((double)poly[j].Y - poly[i].Y); + j = i; + } + return -a * 0.5; + } + //------------------------------------------------------------------------------ + + internal double Area(OutRec outRec) + { + return Area(outRec.Pts); + } + //------------------------------------------------------------------------------ + + internal double Area(OutPt op) + { + OutPt opFirst = op; + if (op == null) return 0; + double a = 0; + do { + a = a + (double)(op.Prev.Pt.X + op.Pt.X) * (double)(op.Prev.Pt.Y - op.Pt.Y); + op = op.Next; + } while (op != opFirst); + return a * 0.5; + } + + //------------------------------------------------------------------------------ + // SimplifyPolygon functions ... + // Convert self-intersecting polygons into simple polygons + //------------------------------------------------------------------------------ + + public static Paths SimplifyPolygon(Path poly, + PolyFillType fillType = PolyFillType.pftEvenOdd) + { + Paths result = new Paths(); + Clipper c = new Clipper(); + c.StrictlySimple = true; + c.AddPath(poly, PolyType.ptSubject, true); + c.Execute(ClipType.ctUnion, result, fillType, fillType); + return result; + } + //------------------------------------------------------------------------------ + + public static Paths SimplifyPolygons(Paths polys, + PolyFillType fillType = PolyFillType.pftEvenOdd) + { + Paths result = new Paths(); + Clipper c = new Clipper(); + c.StrictlySimple = true; + c.AddPaths(polys, PolyType.ptSubject, true); + c.Execute(ClipType.ctUnion, result, fillType, fillType); + return result; + } + //------------------------------------------------------------------------------ + + private static double DistanceSqrd(IntPoint pt1, IntPoint pt2) + { + double dx = ((double)pt1.X - pt2.X); + double dy = ((double)pt1.Y - pt2.Y); + return (dx*dx + dy*dy); + } + //------------------------------------------------------------------------------ + + private static double DistanceFromLineSqrd(IntPoint pt, IntPoint ln1, IntPoint ln2) + { + //The equation of a line in general form (Ax + By + C = 0) + //given 2 points (x¹,y¹) & (x²,y²) is ... + //(y¹ - y²)x + (x² - x¹)y + (y² - y¹)x¹ - (x² - x¹)y¹ = 0 + //A = (y¹ - y²); B = (x² - x¹); C = (y² - y¹)x¹ - (x² - x¹)y¹ + //perpendicular distance of point (x³,y³) = (Ax³ + By³ + C)/Sqrt(A² + B²) + //see http://en.wikipedia.org/wiki/Perpendicular_distance + double A = ln1.Y - ln2.Y; + double B = ln2.X - ln1.X; + double C = A * ln1.X + B * ln1.Y; + C = A * pt.X + B * pt.Y - C; + return (C * C) / (A * A + B * B); + } + //--------------------------------------------------------------------------- + + private static bool SlopesNearCollinear(IntPoint pt1, + IntPoint pt2, IntPoint pt3, double distSqrd) + { + //this function is more accurate when the point that's GEOMETRICALLY + //between the other 2 points is the one that's tested for distance. + //nb: with 'spikes', either pt1 or pt3 is geometrically between the other pts + if (Math.Abs(pt1.X - pt2.X) > Math.Abs(pt1.Y - pt2.Y)) + { + if ((pt1.X > pt2.X) == (pt1.X < pt3.X)) + return DistanceFromLineSqrd(pt1, pt2, pt3) < distSqrd; + else if ((pt2.X > pt1.X) == (pt2.X < pt3.X)) + return DistanceFromLineSqrd(pt2, pt1, pt3) < distSqrd; + else + return DistanceFromLineSqrd(pt3, pt1, pt2) < distSqrd; + } + else + { + if ((pt1.Y > pt2.Y) == (pt1.Y < pt3.Y)) + return DistanceFromLineSqrd(pt1, pt2, pt3) < distSqrd; + else if ((pt2.Y > pt1.Y) == (pt2.Y < pt3.Y)) + return DistanceFromLineSqrd(pt2, pt1, pt3) < distSqrd; + else + return DistanceFromLineSqrd(pt3, pt1, pt2) < distSqrd; + } + } + //------------------------------------------------------------------------------ + + private static bool PointsAreClose(IntPoint pt1, IntPoint pt2, double distSqrd) + { + double dx = (double)pt1.X - pt2.X; + double dy = (double)pt1.Y - pt2.Y; + return ((dx * dx) + (dy * dy) <= distSqrd); + } + //------------------------------------------------------------------------------ + + private static OutPt ExcludeOp(OutPt op) + { + OutPt result = op.Prev; + result.Next = op.Next; + op.Next.Prev = result; + result.Idx = 0; + return result; + } + //------------------------------------------------------------------------------ + + public static Path CleanPolygon(Path path, double distance = 1.415) + { + //distance = proximity in units/pixels below which vertices will be stripped. + //Default ~= sqrt(2) so when adjacent vertices or semi-adjacent vertices have + //both x & y coords within 1 unit, then the second vertex will be stripped. + + int cnt = path.Count; + + if (cnt == 0) return new Path(); + + OutPt [] outPts = new OutPt[cnt]; + for (int i = 0; i < cnt; ++i) outPts[i] = new OutPt(); + + for (int i = 0; i < cnt; ++i) + { + outPts[i].Pt = path[i]; + outPts[i].Next = outPts[(i + 1) % cnt]; + outPts[i].Next.Prev = outPts[i]; + outPts[i].Idx = 0; + } + + double distSqrd = distance * distance; + OutPt op = outPts[0]; + while (op.Idx == 0 && op.Next != op.Prev) + { + if (PointsAreClose(op.Pt, op.Prev.Pt, distSqrd)) + { + op = ExcludeOp(op); + cnt--; + } + else if (PointsAreClose(op.Prev.Pt, op.Next.Pt, distSqrd)) + { + ExcludeOp(op.Next); + op = ExcludeOp(op); + cnt -= 2; + } + else if (SlopesNearCollinear(op.Prev.Pt, op.Pt, op.Next.Pt, distSqrd)) + { + op = ExcludeOp(op); + cnt--; + } + else + { + op.Idx = 1; + op = op.Next; + } + } + + if (cnt < 3) cnt = 0; + Path result = new Path(cnt); + for (int i = 0; i < cnt; ++i) + { + result.Add(op.Pt); + op = op.Next; + } + outPts = null; + return result; + } + //------------------------------------------------------------------------------ + + public static Paths CleanPolygons(Paths polys, + double distance = 1.415) + { + Paths result = new Paths(polys.Count); + for (int i = 0; i < polys.Count; i++) + result.Add(CleanPolygon(polys[i], distance)); + return result; + } + //------------------------------------------------------------------------------ + + internal static Paths Minkowski(Path pattern, Path path, bool IsSum, bool IsClosed) + { + int delta = (IsClosed ? 1 : 0); + int polyCnt = pattern.Count; + int pathCnt = path.Count; + Paths result = new Paths(pathCnt); + if (IsSum) + for (int i = 0; i < pathCnt; i++) + { + Path p = new Path(polyCnt); + foreach (IntPoint ip in pattern) + p.Add(new IntPoint(path[i].X + ip.X, path[i].Y + ip.Y)); + result.Add(p); + } + else + for (int i = 0; i < pathCnt; i++) + { + Path p = new Path(polyCnt); + foreach (IntPoint ip in pattern) + p.Add(new IntPoint(path[i].X - ip.X, path[i].Y - ip.Y)); + result.Add(p); + } + + Paths quads = new Paths((pathCnt + delta) * (polyCnt + 1)); + for (int i = 0; i < pathCnt - 1 + delta; i++) + for (int j = 0; j < polyCnt; j++) + { + Path quad = new Path(4); + quad.Add(result[i % pathCnt][j % polyCnt]); + quad.Add(result[(i + 1) % pathCnt][j % polyCnt]); + quad.Add(result[(i + 1) % pathCnt][(j + 1) % polyCnt]); + quad.Add(result[i % pathCnt][(j + 1) % polyCnt]); + if (!Orientation(quad)) quad.Reverse(); + quads.Add(quad); + } + return quads; + } + //------------------------------------------------------------------------------ + + public static Paths MinkowskiSum(Path pattern, Path path, bool pathIsClosed) + { + Paths paths = Minkowski(pattern, path, true, pathIsClosed); + Clipper c = new Clipper(); + c.AddPaths(paths, PolyType.ptSubject, true); + c.Execute(ClipType.ctUnion, paths, PolyFillType.pftNonZero, PolyFillType.pftNonZero); + return paths; + } + //------------------------------------------------------------------------------ + + private static Path TranslatePath(Path path, IntPoint delta) + { + Path outPath = new Path(path.Count); + for (int i = 0; i < path.Count; i++) + outPath.Add(new IntPoint(path[i].X + delta.X, path[i].Y + delta.Y)); + return outPath; + } + //------------------------------------------------------------------------------ + + public static Paths MinkowskiSum(Path pattern, Paths paths, bool pathIsClosed) + { + Paths solution = new Paths(); + Clipper c = new Clipper(); + for (int i = 0; i < paths.Count; ++i) + { + Paths tmp = Minkowski(pattern, paths[i], true, pathIsClosed); + c.AddPaths(tmp, PolyType.ptSubject, true); + if (pathIsClosed) + { + Path path = TranslatePath(paths[i], pattern[0]); + c.AddPath(path, PolyType.ptClip, true); + } + } + c.Execute(ClipType.ctUnion, solution, + PolyFillType.pftNonZero, PolyFillType.pftNonZero); + return solution; + } + //------------------------------------------------------------------------------ + + public static Paths MinkowskiDiff(Path poly1, Path poly2) + { + Paths paths = Minkowski(poly1, poly2, false, true); + Clipper c = new Clipper(); + c.AddPaths(paths, PolyType.ptSubject, true); + c.Execute(ClipType.ctUnion, paths, PolyFillType.pftNonZero, PolyFillType.pftNonZero); + return paths; + } + //------------------------------------------------------------------------------ + + internal enum NodeType { ntAny, ntOpen, ntClosed }; + + public static Paths PolyTreeToPaths(PolyTree polytree) + { + + Paths result = new Paths(); + result.Capacity = polytree.Total; + AddPolyNodeToPaths(polytree, NodeType.ntAny, result); + return result; + } + //------------------------------------------------------------------------------ + + internal static void AddPolyNodeToPaths(PolyNode polynode, NodeType nt, Paths paths) + { + bool match = true; + switch (nt) + { + case NodeType.ntOpen: return; + case NodeType.ntClosed: match = !polynode.IsOpen; break; + default: break; + } + + if (polynode.m_polygon.Count > 0 && match) + paths.Add(polynode.m_polygon); + foreach (PolyNode pn in polynode.Childs) + AddPolyNodeToPaths(pn, nt, paths); + } + //------------------------------------------------------------------------------ + + public static Paths OpenPathsFromPolyTree(PolyTree polytree) + { + Paths result = new Paths(); + result.Capacity = polytree.ChildCount; + for (int i = 0; i < polytree.ChildCount; i++) + if (polytree.Childs[i].IsOpen) + result.Add(polytree.Childs[i].m_polygon); + return result; + } + //------------------------------------------------------------------------------ + + public static Paths ClosedPathsFromPolyTree(PolyTree polytree) + { + Paths result = new Paths(); + result.Capacity = polytree.Total; + AddPolyNodeToPaths(polytree, NodeType.ntClosed, result); + return result; + } + //------------------------------------------------------------------------------ + + } //end Clipper + + internal class ClipperOffset + { + private Paths m_destPolys; + private Path m_srcPoly; + private Path m_destPoly; + private List m_normals = new List(); + private double m_delta, m_sinA, m_sin, m_cos; + private double m_miterLim, m_StepsPerRad; + + private IntPoint m_lowest; + private PolyNode m_polyNodes = new PolyNode(); + + public double ArcTolerance { get; set; } + public double MiterLimit { get; set; } + + private const double two_pi = Math.PI * 2; + private const double def_arc_tolerance = 0.25; + + public ClipperOffset( + double miterLimit = 2.0, double arcTolerance = def_arc_tolerance) + { + MiterLimit = miterLimit; + ArcTolerance = arcTolerance; + m_lowest.X = -1; + } + //------------------------------------------------------------------------------ + + public void Clear() + { + m_polyNodes.Childs.Clear(); + m_lowest.X = -1; + } + //------------------------------------------------------------------------------ + + internal static cInt Round(double value) + { + return value < 0 ? (cInt)(value - 0.5) : (cInt)(value + 0.5); + } + //------------------------------------------------------------------------------ + + public void AddPath(Path path, JoinType joinType, EndType endType) + { + int highI = path.Count - 1; + if (highI < 0) return; + PolyNode newNode = new PolyNode(); + newNode.m_jointype = joinType; + newNode.m_endtype = endType; + + //strip duplicate points from path and also get index to the lowest point ... + if (endType == EndType.etClosedLine || endType == EndType.etClosedPolygon) + while (highI > 0 && path[0] == path[highI]) highI--; + newNode.m_polygon.Capacity = highI + 1; + newNode.m_polygon.Add(path[0]); + int j = 0, k = 0; + for (int i = 1; i <= highI; i++) + if (newNode.m_polygon[j] != path[i]) + { + j++; + newNode.m_polygon.Add(path[i]); + if (path[i].Y > newNode.m_polygon[k].Y || + (path[i].Y == newNode.m_polygon[k].Y && + path[i].X < newNode.m_polygon[k].X)) k = j; + } + if (endType == EndType.etClosedPolygon && j < 2) return; + + m_polyNodes.AddChild(newNode); + + //if this path's lowest pt is lower than all the others then update m_lowest + if (endType != EndType.etClosedPolygon) return; + if (m_lowest.X < 0) + m_lowest = new IntPoint(m_polyNodes.ChildCount - 1, k); + else + { + IntPoint ip = m_polyNodes.Childs[(int)m_lowest.X].m_polygon[(int)m_lowest.Y]; + if (newNode.m_polygon[k].Y > ip.Y || + (newNode.m_polygon[k].Y == ip.Y && + newNode.m_polygon[k].X < ip.X)) + m_lowest = new IntPoint(m_polyNodes.ChildCount - 1, k); + } + } + //------------------------------------------------------------------------------ + + public void AddPaths(Paths paths, JoinType joinType, EndType endType) + { + foreach (Path p in paths) + AddPath(p, joinType, endType); + } + //------------------------------------------------------------------------------ + + private void FixOrientations() + { + //fixup orientations of all closed paths if the orientation of the + //closed path with the lowermost vertex is wrong ... + if (m_lowest.X >= 0 && + !Clipper.Orientation(m_polyNodes.Childs[(int)m_lowest.X].m_polygon)) + { + for (int i = 0; i < m_polyNodes.ChildCount; i++) + { + PolyNode node = m_polyNodes.Childs[i]; + if (node.m_endtype == EndType.etClosedPolygon || + (node.m_endtype == EndType.etClosedLine && + Clipper.Orientation(node.m_polygon))) + node.m_polygon.Reverse(); + } + } + else + { + for (int i = 0; i < m_polyNodes.ChildCount; i++) + { + PolyNode node = m_polyNodes.Childs[i]; + if (node.m_endtype == EndType.etClosedLine && + !Clipper.Orientation(node.m_polygon)) + node.m_polygon.Reverse(); + } + } + } + //------------------------------------------------------------------------------ + + internal static DoublePoint GetUnitNormal(IntPoint pt1, IntPoint pt2) + { + double dx = (pt2.X - pt1.X); + double dy = (pt2.Y - pt1.Y); + if ((dx == 0) && (dy == 0)) return new DoublePoint(); + + double f = 1 * 1.0 / Math.Sqrt(dx * dx + dy * dy); + dx *= f; + dy *= f; + + return new DoublePoint(dy, -dx); + } + //------------------------------------------------------------------------------ + + private void DoOffset(double delta) + { + m_destPolys = new Paths(); + m_delta = delta; + + //if Zero offset, just copy any CLOSED polygons to m_p and return ... + if (ClipperBase.near_zero(delta)) + { + m_destPolys.Capacity = m_polyNodes.ChildCount; + for (int i = 0; i < m_polyNodes.ChildCount; i++) + { + PolyNode node = m_polyNodes.Childs[i]; + if (node.m_endtype == EndType.etClosedPolygon) + m_destPolys.Add(node.m_polygon); + } + return; + } + + //see offset_triginometry3.svg in the documentation folder ... + if (MiterLimit > 2) m_miterLim = 2 / (MiterLimit * MiterLimit); + else m_miterLim = 0.5; + + double y; + if (ArcTolerance <= 0.0) + y = def_arc_tolerance; + else if (ArcTolerance > Math.Abs(delta) * def_arc_tolerance) + y = Math.Abs(delta) * def_arc_tolerance; + else + y = ArcTolerance; + //see offset_triginometry2.svg in the documentation folder ... + double steps = Math.PI / Math.Acos(1 - y / Math.Abs(delta)); + m_sin = Math.Sin(two_pi / steps); + m_cos = Math.Cos(two_pi / steps); + m_StepsPerRad = steps / two_pi; + if (delta < 0.0) m_sin = -m_sin; + + m_destPolys.Capacity = m_polyNodes.ChildCount * 2; + for (int i = 0; i < m_polyNodes.ChildCount; i++) + { + PolyNode node = m_polyNodes.Childs[i]; + m_srcPoly = node.m_polygon; + + int len = m_srcPoly.Count; + + if (len == 0 || (delta <= 0 && (len < 3 || + node.m_endtype != EndType.etClosedPolygon))) + continue; + + m_destPoly = new Path(); + + if (len == 1) + { + if (node.m_jointype == JoinType.jtRound) + { + double X = 1.0, Y = 0.0; + for (int j = 1; j <= steps; j++) + { + m_destPoly.Add(new IntPoint( + Round(m_srcPoly[0].X + X * delta), + Round(m_srcPoly[0].Y + Y * delta))); + double X2 = X; + X = X * m_cos - m_sin * Y; + Y = X2 * m_sin + Y * m_cos; + } + } + else + { + double X = -1.0, Y = -1.0; + for (int j = 0; j < 4; ++j) + { + m_destPoly.Add(new IntPoint( + Round(m_srcPoly[0].X + X * delta), + Round(m_srcPoly[0].Y + Y * delta))); + if (X < 0) X = 1; + else if (Y < 0) Y = 1; + else X = -1; + } + } + m_destPolys.Add(m_destPoly); + continue; + } + + //build m_normals ... + m_normals.Clear(); + m_normals.Capacity = len; + for (int j = 0; j < len - 1; j++) + m_normals.Add(GetUnitNormal(m_srcPoly[j], m_srcPoly[j + 1])); + if (node.m_endtype == EndType.etClosedLine || + node.m_endtype == EndType.etClosedPolygon) + m_normals.Add(GetUnitNormal(m_srcPoly[len - 1], m_srcPoly[0])); + else + m_normals.Add(new DoublePoint(m_normals[len - 2])); + + if (node.m_endtype == EndType.etClosedPolygon) + { + int k = len - 1; + for (int j = 0; j < len; j++) + OffsetPoint(j, ref k, node.m_jointype); + m_destPolys.Add(m_destPoly); + } + else if (node.m_endtype == EndType.etClosedLine) + { + int k = len - 1; + for (int j = 0; j < len; j++) + OffsetPoint(j, ref k, node.m_jointype); + m_destPolys.Add(m_destPoly); + m_destPoly = new Path(); + //re-build m_normals ... + DoublePoint n = m_normals[len - 1]; + for (int j = len - 1; j > 0; j--) + m_normals[j] = new DoublePoint(-m_normals[j - 1].X, -m_normals[j - 1].Y); + m_normals[0] = new DoublePoint(-n.X, -n.Y); + k = 0; + for (int j = len - 1; j >= 0; j--) + OffsetPoint(j, ref k, node.m_jointype); + m_destPolys.Add(m_destPoly); + } + else + { + int k = 0; + for (int j = 1; j < len - 1; ++j) + OffsetPoint(j, ref k, node.m_jointype); + + IntPoint pt1; + if (node.m_endtype == EndType.etOpenButt) + { + int j = len - 1; + pt1 = new IntPoint((cInt)Round(m_srcPoly[j].X + m_normals[j].X * + delta), (cInt)Round(m_srcPoly[j].Y + m_normals[j].Y * delta)); + m_destPoly.Add(pt1); + pt1 = new IntPoint((cInt)Round(m_srcPoly[j].X - m_normals[j].X * + delta), (cInt)Round(m_srcPoly[j].Y - m_normals[j].Y * delta)); + m_destPoly.Add(pt1); + } + else + { + int j = len - 1; + k = len - 2; + m_sinA = 0; + m_normals[j] = new DoublePoint(-m_normals[j].X, -m_normals[j].Y); + if (node.m_endtype == EndType.etOpenSquare) + DoSquare(j, k); + else + DoRound(j, k); + } + + //re-build m_normals ... + for (int j = len - 1; j > 0; j--) + m_normals[j] = new DoublePoint(-m_normals[j - 1].X, -m_normals[j - 1].Y); + + m_normals[0] = new DoublePoint(-m_normals[1].X, -m_normals[1].Y); + + k = len - 1; + for (int j = k - 1; j > 0; --j) + OffsetPoint(j, ref k, node.m_jointype); + + if (node.m_endtype == EndType.etOpenButt) + { + pt1 = new IntPoint((cInt)Round(m_srcPoly[0].X - m_normals[0].X * delta), + (cInt)Round(m_srcPoly[0].Y - m_normals[0].Y * delta)); + m_destPoly.Add(pt1); + pt1 = new IntPoint((cInt)Round(m_srcPoly[0].X + m_normals[0].X * delta), + (cInt)Round(m_srcPoly[0].Y + m_normals[0].Y * delta)); + m_destPoly.Add(pt1); + } + else + { + k = 1; + m_sinA = 0; + if (node.m_endtype == EndType.etOpenSquare) + DoSquare(0, 1); + else + DoRound(0, 1); + } + m_destPolys.Add(m_destPoly); + } + } + } + //------------------------------------------------------------------------------ + + public void Execute(ref Paths solution, double delta) + { + solution.Clear(); + FixOrientations(); + DoOffset(delta); + //now clean up 'corners' ... + Clipper clpr = new Clipper(); + clpr.AddPaths(m_destPolys, PolyType.ptSubject, true); + if (delta > 0) + { + clpr.Execute(ClipType.ctUnion, solution, + PolyFillType.pftPositive, PolyFillType.pftPositive); + } + else + { + IntRect r = Clipper.GetBounds(m_destPolys); + Path outer = new Path(4); + + outer.Add(new IntPoint(r.left - 10, r.bottom + 10)); + outer.Add(new IntPoint(r.right + 10, r.bottom + 10)); + outer.Add(new IntPoint(r.right + 10, r.top - 10)); + outer.Add(new IntPoint(r.left - 10, r.top - 10)); + + clpr.AddPath(outer, PolyType.ptSubject, true); + clpr.ReverseSolution = true; + clpr.Execute(ClipType.ctUnion, solution, PolyFillType.pftNegative, PolyFillType.pftNegative); + if (solution.Count > 0) solution.RemoveAt(0); + } + } + //------------------------------------------------------------------------------ + + public void Execute(ref PolyTree solution, double delta) + { + solution.Clear(); + FixOrientations(); + DoOffset(delta); + + //now clean up 'corners' ... + Clipper clpr = new Clipper(); + clpr.AddPaths(m_destPolys, PolyType.ptSubject, true); + if (delta > 0) + { + clpr.Execute(ClipType.ctUnion, solution, + PolyFillType.pftPositive, PolyFillType.pftPositive); + } + else + { + IntRect r = Clipper.GetBounds(m_destPolys); + Path outer = new Path(4); + + outer.Add(new IntPoint(r.left - 10, r.bottom + 10)); + outer.Add(new IntPoint(r.right + 10, r.bottom + 10)); + outer.Add(new IntPoint(r.right + 10, r.top - 10)); + outer.Add(new IntPoint(r.left - 10, r.top - 10)); + + clpr.AddPath(outer, PolyType.ptSubject, true); + clpr.ReverseSolution = true; + clpr.Execute(ClipType.ctUnion, solution, PolyFillType.pftNegative, PolyFillType.pftNegative); + //remove the outer PolyNode rectangle ... + if (solution.ChildCount == 1 && solution.Childs[0].ChildCount > 0) + { + PolyNode outerNode = solution.Childs[0]; + solution.Childs.Capacity = outerNode.ChildCount; + solution.Childs[0] = outerNode.Childs[0]; + solution.Childs[0].m_Parent = solution; + for (int i = 1; i < outerNode.ChildCount; i++) + solution.AddChild(outerNode.Childs[i]); + } + else + solution.Clear(); + } + } + //------------------------------------------------------------------------------ + + void OffsetPoint(int j, ref int k, JoinType jointype) + { + //cross product ... + m_sinA = (m_normals[k].X * m_normals[j].Y - m_normals[j].X * m_normals[k].Y); + + if (Math.Abs(m_sinA * m_delta) < 1.0) + { + //dot product ... + double cosA = (m_normals[k].X * m_normals[j].X + m_normals[j].Y * m_normals[k].Y); + if (cosA > 0) // angle ==> 0 degrees + { + m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + m_normals[k].X * m_delta), + Round(m_srcPoly[j].Y + m_normals[k].Y * m_delta))); + return; + } + //else angle ==> 180 degrees + } + else if (m_sinA > 1.0) m_sinA = 1.0; + else if (m_sinA < -1.0) m_sinA = -1.0; + + if (m_sinA * m_delta < 0) + { + m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + m_normals[k].X * m_delta), + Round(m_srcPoly[j].Y + m_normals[k].Y * m_delta))); + m_destPoly.Add(m_srcPoly[j]); + m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + m_normals[j].X * m_delta), + Round(m_srcPoly[j].Y + m_normals[j].Y * m_delta))); + } + else + switch (jointype) + { + case JoinType.jtMiter: + { + double r = 1 + (m_normals[j].X * m_normals[k].X + + m_normals[j].Y * m_normals[k].Y); + if (r >= m_miterLim) DoMiter(j, k, r); else DoSquare(j, k); + break; + } + case JoinType.jtSquare: DoSquare(j, k); break; + case JoinType.jtRound: DoRound(j, k); break; + } + k = j; + } + //------------------------------------------------------------------------------ + + internal void DoSquare(int j, int k) + { + double dx = Math.Tan(Math.Atan2(m_sinA, + m_normals[k].X * m_normals[j].X + m_normals[k].Y * m_normals[j].Y) / 4); + m_destPoly.Add(new IntPoint( + Round(m_srcPoly[j].X + m_delta * (m_normals[k].X - m_normals[k].Y * dx)), + Round(m_srcPoly[j].Y + m_delta * (m_normals[k].Y + m_normals[k].X * dx)))); + m_destPoly.Add(new IntPoint( + Round(m_srcPoly[j].X + m_delta * (m_normals[j].X + m_normals[j].Y * dx)), + Round(m_srcPoly[j].Y + m_delta * (m_normals[j].Y - m_normals[j].X * dx)))); + } + //------------------------------------------------------------------------------ + + internal void DoMiter(int j, int k, double r) + { + double q = m_delta / r; + m_destPoly.Add(new IntPoint(Round(m_srcPoly[j].X + (m_normals[k].X + m_normals[j].X) * q), + Round(m_srcPoly[j].Y + (m_normals[k].Y + m_normals[j].Y) * q))); + } + //------------------------------------------------------------------------------ + + internal void DoRound(int j, int k) + { + double a = Math.Atan2(m_sinA, + m_normals[k].X * m_normals[j].X + m_normals[k].Y * m_normals[j].Y); + int steps = Math.Max((int)Round(m_StepsPerRad * Math.Abs(a)),1); + + double X = m_normals[k].X, Y = m_normals[k].Y, X2; + for (int i = 0; i < steps; ++i) + { + m_destPoly.Add(new IntPoint( + Round(m_srcPoly[j].X + X * m_delta), + Round(m_srcPoly[j].Y + Y * m_delta))); + X2 = X; + X = X * m_cos - m_sin * Y; + Y = X2 * m_sin + Y * m_cos; + } + m_destPoly.Add(new IntPoint( + Round(m_srcPoly[j].X + m_normals[j].X * m_delta), + Round(m_srcPoly[j].Y + m_normals[j].Y * m_delta))); + } + //------------------------------------------------------------------------------ + } + + class ClipperException : Exception + { + public ClipperException(string description) : base(description){} + } + //------------------------------------------------------------------------------ + +} //end ClipperLib namespace diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ClipperLib/clipper.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ClipperLib/clipper.cs.meta new file mode 100644 index 00000000..fff10e79 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ClipperLib/clipper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1139f30c04130724d998e1bae48d15c6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ICharacterDataProvider.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ICharacterDataProvider.cs new file mode 100644 index 00000000..2919924b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ICharacterDataProvider.cs @@ -0,0 +1,120 @@ +using System; +using UnityEngine; + +using UnityEngine.Scripting.APIUpdating; + +namespace UnityEditor.U2D.Animation +{ + /// An interface that allows Sprite Editor Modules to edit Character data for user custom importer. + /// Implement this interface for [[ScriptedImporter]] to leverage on Sprite Editor Modules to edit Character data. + [MovedFrom("UnityEditor.U2D.Experimental.Animation")] + public interface ICharacterDataProvider + { + /// + /// Returns the CharacterData structure that represents the Character composition. + /// + /// CharacterData data + CharacterData GetCharacterData(); + /// + /// Sets the CharacterData structure that represents to the data provider + /// + /// CharacterData to set + void SetCharacterData(CharacterData characterData); + } + + /// + /// Data structure that represents a character setup + /// + [Serializable] + [MovedFrom("UnityEditor.U2D.Experimental.Animation")] + public struct CharacterData + { + /// + /// SpriteBones influencing the Character + /// + public UnityEngine.U2D.SpriteBone[] bones; + /// + /// Parts of the character + /// + public CharacterPart[] parts; + /// + /// The dimension of the character required + /// + public Vector2Int dimension; + /// + /// Character grouping information + /// + public CharacterGroup[] characterGroups; + } + + internal interface ICharacterOrder + { + int order { get; set;} + } + + /// + /// Data structure representing CharacterPart grouping + /// + [Serializable] + [MovedFrom("UnityEditor.U2D.Experimental.Animation")] + public struct CharacterGroup : ICharacterOrder + { + /// + /// Name of the CharacterGroup + /// + public string name; + /// + /// The parent group index it belongs to. Set to -1 if does not have a parent. + /// + public int parentGroup; + + [SerializeField] + int m_Order; + + /// + /// The order of the group in the list + /// + public int order + { + get => m_Order; + set => m_Order = value; + } + } + + /// + /// Data structure representing a character part + /// + [Serializable] + [MovedFrom("UnityEditor.U2D.Experimental.Animation")] + public struct CharacterPart : ICharacterOrder + { + /// + /// Position for the Sprite in the character + /// + public RectInt spritePosition; + /// + /// Sprite ID + /// + public string spriteId; + /// + /// Bones influencing the Sprite + /// + public int[] bones; + /// + /// CharacterGroup that the part belongs to + /// + public int parentGroup; + + [SerializeField] + int m_Order; + + /// + /// The order of the part in the list + /// + public int order + { + get => m_Order; + set => m_Order = value; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ICharacterDataProvider.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ICharacterDataProvider.cs.meta new file mode 100644 index 00000000..c4d02fea --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ICharacterDataProvider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d02894817219f7c43bd5dad401749d7e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons.meta new file mode 100644 index 00000000..6fa50c6b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e9a88e2b75410bc4a820dfe3cf86a25d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons/Dark.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons/Dark.meta new file mode 100644 index 00000000..46050980 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons/Dark.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 29376bbf08d892f46b253107863393d6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons/Dark/Sprite Library.png b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons/Dark/Sprite Library.png new file mode 100644 index 00000000..5275818e Binary files /dev/null and b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons/Dark/Sprite Library.png differ diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons/Dark/Sprite Library.png.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons/Dark/Sprite Library.png.meta new file mode 100644 index 00000000..cd6ed4e3 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/Icons/Dark/Sprite Library.png.meta @@ -0,0 +1,127 @@ +fileFormatVersion: 2 +guid: 7afac7287fbef4e4eb1ba5d37fb251b1 +TextureImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 10 + mipmaps: + mipMapMode: 0 + enableMipMap: 0 + sRGBTexture: 1 + linearTexture: 0 + fadeOut: 0 + borderMipMap: 0 + mipMapsPreserveCoverage: 0 + alphaTestReferenceValue: 0.5 + mipMapFadeDistanceStart: 1 + mipMapFadeDistanceEnd: 3 + bumpmap: + convertToNormalMap: 0 + externalNormalMap: 0 + heightScale: 0.25 + normalMapFilter: 0 + isReadable: 0 + streamingMipmaps: 0 + streamingMipmapsPriority: 0 + grayScaleToAlpha: 0 + generateCubemap: 6 + cubemapConvolution: 0 + seamlessCubemap: 0 + textureFormat: 1 + maxTextureSize: 2048 + textureSettings: + serializedVersion: 2 + filterMode: -1 + aniso: -1 + mipBias: -100 + wrapU: -1 + wrapV: -1 + wrapW: -1 + nPOTScale: 1 + lightmap: 0 + compressionQuality: 50 + spriteMode: 0 + spriteExtrude: 1 + spriteMeshType: 1 + alignment: 0 + spritePivot: {x: 0.5, y: 0.5} + spritePixelsToUnits: 100 + spriteBorder: {x: 0, y: 0, z: 0, w: 0} + spriteGenerateFallbackPhysicsShape: 1 + alphaUsage: 1 + alphaIsTransparency: 1 + spriteTessellationDetail: -1 + textureType: 0 + textureShape: 1 + singleChannelComponent: 0 + maxTextureSizeSet: 0 + compressionQualitySet: 0 + textureFormatSet: 0 + platformSettings: + - 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serializedVersion: 3 + buildTarget: DefaultTexturePlatform + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Standalone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: Windows Store Apps + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + - serializedVersion: 3 + buildTarget: iPhone + maxTextureSize: 2048 + resizeAlgorithm: 0 + textureFormat: -1 + textureCompression: 1 + compressionQuality: 50 + crunchedCompression: 0 + allowsAlphaSplitting: 0 + overridden: 0 + androidETC2FallbackOverride: 0 + forceMaximumCompressionQuality_BC6H_BC7: 0 + spriteSheet: + serializedVersion: 2 + sprites: [] + outline: [] + physicsShape: [] + bones: [] + spriteID: + internalID: 0 + vertices: [] + indices: + edges: [] + weights: [] + secondaryTextures: [] + spritePackingTag: + pSDRemoveMatte: 0 + pSDShowRemoveMatteOption: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay.meta new file mode 100644 index 00000000..4583d1c7 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 5806d81149b303c46b440badec89bf56 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/DropdownMenu.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/DropdownMenu.cs new file mode 100644 index 00000000..92e038cc --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/DropdownMenu.cs @@ -0,0 +1,57 @@ +using UnityEngine; +using UnityEngine.UIElements; + +namespace UnityEditor.U2D.Layout +{ + internal class DropdownMenu : VisualElement + { + public class DropdownMenuFactory : UxmlFactory {} + public class DropdownMenuUxmlTraits : UxmlTraits {} + + /* + private ButtonGroup m_ButtonGroup; + + public DropdownMenu() + { + RegisterCallback(OnFocusOut, Capture.NoCapture); + RegisterCallback(OnMouseLeaveEvent); + } + + public void InitialiseWithButtonGroup(ButtonGroup buttonGroup) + { + if (m_ButtonGroup == buttonGroup) + return; + + m_ButtonGroup = buttonGroup; + var buttonGroupLocalPosition = parent.WorldToLocal(new Vector2(buttonGroup.worldBound.x, buttonGroup.worldBound.y)); + style.positionType = PositionType.Absolute; + style.positionLeft = buttonGroupLocalPosition.x; + style.positionTop = buttonGroupLocalPosition.y; + style.flexDirection = buttonGroup.isHorizontal ? FlexDirection.Row : FlexDirection.Column; + foreach (var element in buttonGroup.elements) + Add(element); + } + + private void OnMouseLeaveEvent(MouseLeaveEvent evt) + { + Close(); + } + + private void OnFocusOut(FocusOutEvent evt) + { + Close(); + } + + private void Close() + { + foreach (var element in contentContainer.Children()) + m_ButtonGroup.elements.Add(element); + this.contentContainer.Clear(); + + style.width = 0; + style.height = 0; + m_ButtonGroup = null; + } + */ + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/DropdownMenu.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/DropdownMenu.cs.meta new file mode 100644 index 00000000..53e673c9 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/DropdownMenu.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b245eff55d115544b9cc52444a1b8ca5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlay.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlay.cs new file mode 100644 index 00000000..95dce2be --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlay.cs @@ -0,0 +1,104 @@ +using UnityEditor.U2D.Animation; +using UnityEngine.UIElements; + +namespace UnityEditor.U2D.Layout +{ + internal class LayoutOverlay : VisualElement + { + public class LayoutOverlayFactory : UxmlFactory {} + public class LayoutOverlayUxmlTraits : UxmlTraits {} + + private ScrollableToolbar m_HorizontalToolbar; + private ScrollableToolbar m_VerticalToolbar; + private VisualElement m_HorizontalHolder; + private VisualElement m_LeftOverlay; + private VisualElement m_RightOverlay; + private DropdownMenu m_DropdownOverlay; + + public ScrollableToolbar horizontalToolbar + { + get + { + if (m_HorizontalToolbar == null) + m_HorizontalToolbar = this.Q("HorizontalToolbar"); + return m_HorizontalToolbar; + } + } + + public ScrollableToolbar verticalToolbar + { + get + { + if (m_VerticalToolbar == null) + m_VerticalToolbar = this.Q("VerticalToolbar"); + return m_VerticalToolbar; + } + } + + public VisualElement horizontalHolder + { + get + { + if (m_HorizontalHolder == null) + m_HorizontalHolder = this.Q("HorizontalHolder"); + return m_HorizontalHolder; + } + } + + public VisualElement leftOverlay + { + get + { + if (m_LeftOverlay == null) + m_LeftOverlay = this.Q("LeftOverlay"); + return m_LeftOverlay; + } + } + + public VisualElement rightOverlay + { + get + { + if (m_RightOverlay == null) + m_RightOverlay = this.Q("RightOverlay"); + return m_RightOverlay; + } + } + + public void VisibilityWindowOn(bool on) + { + if(on) + rightOverlay.AddToClassList("VisibilityWindowOn"); + else + rightOverlay.RemoveFromClassList("VisibilityWindowOn"); + } + public DropdownMenu dropdownOverlay + { + get + { + if (m_DropdownOverlay == null) + m_DropdownOverlay = this.Q("DropdownOverlay"); + return m_DropdownOverlay; + } + } + + public bool hasScrollbar + { + get { return this.ClassListContains("HasScrollbar"); } + set + { + if (value) + this.AddToClassList("HasScrollbar"); + else + this.RemoveFromClassList("HasScrollbar"); + } + } + + public LayoutOverlay() + { + this.StretchToParentSize(); + styleSheets.Add(ResourceLoader.Load("LayoutOverlay/LayoutOverlayStyle.uss")); + } + } +} + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlay.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlay.cs.meta new file mode 100644 index 00000000..d6947b24 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlay.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f95db4a471e2cb94badcf4b1271cfee1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlayUtility.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlayUtility.cs new file mode 100644 index 00000000..3c136448 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlayUtility.cs @@ -0,0 +1,35 @@ +using System; +using UnityEditor.U2D.Animation; +using UnityEngine; +using UnityEngine.UIElements; + +namespace UnityEditor.U2D.Layout +{ + internal static class LayoutOverlayUtility + { + public static Button CreateButton(string name, Action clickEvent, string tooltip = null, string text = null, string imageResourcePath = null, string stylesheetPath = null) + { + Button button = new Button(clickEvent); + button.name = name; + button.tooltip = tooltip; + + if (!String.IsNullOrEmpty(text)) + button.text = text; + if (!String.IsNullOrEmpty(imageResourcePath)) + { + var texture = ResourceLoader.Load(imageResourcePath); + if (texture != null) + { + Image image = new Image(); + image.image = texture; + button.Add(image); + } + } + if (!String.IsNullOrEmpty(stylesheetPath)) + button.styleSheets.Add(ResourceLoader.Load(stylesheetPath)); + + return button; + } + } + +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlayUtility.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlayUtility.cs.meta new file mode 100644 index 00000000..1dd306e2 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/LayoutOverlayUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9bc7b5069eb56064a965af1f5d392959 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/Manipulators.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/Manipulators.meta new file mode 100644 index 00000000..a0f7db42 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/Manipulators.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8356cf4cb497279418c30e5fcdfe82b8 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/Manipulators/Draggable.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/Manipulators/Draggable.cs new file mode 100644 index 00000000..b4e9241d --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/Manipulators/Draggable.cs @@ -0,0 +1,146 @@ +using UnityEngine; +using UnityEngine.UIElements; + +namespace UnityEditor.U2D.Layout +{ + internal interface IDraggable + { + bool IsMovableNow(); + void UpdatePresenterPosition(); + } + + internal class Draggable : MouseManipulator + { + private Vector2 m_Start; + protected bool m_Active; + + public Vector2 panSpeed { get; set; } + public bool clampToParentEdges { get; set; } + + public Draggable(bool clampToParentEdges = false) + { + activators.Add(new ManipulatorActivationFilter {button = MouseButton.LeftMouse}); + panSpeed = Vector2.one; + this.clampToParentEdges = clampToParentEdges; + m_Active = false; + } + + protected Rect CalculatePosition(float x, float y, float width, float height) + { + var rect = new Rect(x, y, width, height); + + if (clampToParentEdges) + { + if (rect.x < 0f) + rect.x = 0f; + else if (rect.xMax > target.parent.layout.width) + rect.x = target.parent.layout.width - rect.width; + + if (rect.y < 0f) + rect.y = 0f; + else if (rect.yMax > target.parent.layout.height) + rect.y = target.parent.layout.height - rect.height; + + // Reset size, we never intended to change them in the first place + rect.width = width; + rect.height = height; + } + + return rect; + } + + protected override void RegisterCallbacksOnTarget() + { + target.RegisterCallback(OnMouseDown); + target.RegisterCallback(OnMouseMove); + target.RegisterCallback(OnMouseUp); + } + + protected override void UnregisterCallbacksFromTarget() + { + target.UnregisterCallback(OnMouseDown); + target.UnregisterCallback(OnMouseMove); + target.UnregisterCallback(OnMouseUp); + } + + protected void OnMouseDown(MouseDownEvent e) + { + if (m_Active) + { + e.StopImmediatePropagation(); + return; + } + + /* + IDraggable ce = e.target as IDraggable; + if (ce == null || !ce.IsMovableNow()) + { + return; + } + */ + + if (CanStartManipulation(e)) + { + m_Start = e.localMousePosition; + + m_Active = true; + target.CaptureMouse(); + e.StopPropagation(); + } + } + + protected void OnMouseMove(MouseMoveEvent e) + { + /* + IDraggable ce = e.target as IDraggable; + if (ce == null || !ce.IsMovableNow()) + { + return; + } + */ + + if (m_Active) + { + Vector2 diff = e.localMousePosition - m_Start; + Rect rect = CalculatePosition(target.layout.x + diff.x, target.layout.y + diff.y, target.layout.width, target.layout.height); + + if (target.style.position == Position.Relative) + { + target.style.left = rect.xMin; + target.style.top = rect.yMin; + target.style.right = rect.xMax; + target.style.bottom = rect.yMax; + } + else if (target.style.position == Position.Absolute) + { + target.style.left = rect.x; + target.style.top = rect.y; + } + + e.StopPropagation(); + } + } + + protected void OnMouseUp(MouseUpEvent e) + { + /* + IDraggable ce = e.target as IDraggable; + if (ce == null || !ce.IsMovableNow()) + { + return; + } + */ + + if (m_Active) + { + if (CanStopManipulation(e)) + { + //ce.UpdatePresenterPosition(); + m_Active = false; + target.ReleaseMouse(); + e.StopPropagation(); + } + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/Manipulators/Draggable.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/Manipulators/Draggable.cs.meta new file mode 100644 index 00000000..2f2f22a4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/Manipulators/Draggable.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1d814cba40e37284b8e04f5f06b68300 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/ScrollableToolbar.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/ScrollableToolbar.cs new file mode 100644 index 00000000..ca827fbd --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/ScrollableToolbar.cs @@ -0,0 +1,134 @@ +using System.Collections.Generic; +using UnityEditor.U2D.Animation; +using UnityEngine; +using UnityEngine.UIElements; + +namespace UnityEditor.U2D.Layout +{ + internal class ScrollableToolbar : VisualElement + { + public class ScrollableToolbarFactory : UxmlFactory {} + public class ScrollableToolbarUxmlTraits : UxmlTraits + { + UxmlBoolAttributeDescription m_IsHorizontal; + + public ScrollableToolbarUxmlTraits() + { + m_IsHorizontal = new UxmlBoolAttributeDescription { name = "isHorizontal" }; + } + + public override IEnumerable uxmlChildElementsDescription + { + get { yield break; } + } + + public override void Init(VisualElement ve, IUxmlAttributes bag, CreationContext cc) + { + base.Init(ve, bag, cc); + + ScrollableToolbar toolbar = ((ScrollableToolbar)ve); + toolbar.isHorizontal = m_IsHorizontal.GetValueFromBag(bag, cc); + } + } + + private ScrollView m_ScrollView; + private bool m_IsHorizontal; + + public bool isHorizontal + { + get { return m_IsHorizontal; } + set + { + if (m_IsHorizontal != value) + { + m_IsHorizontal = value; + SetupScrolling(); + } + } + } + + public ScrollableToolbar() : this(false) + { + } + + public ScrollableToolbar(bool isHorizontal) + { + m_ScrollView = new ScrollView() {name = "ScrollView"};; + m_ScrollView.StretchToParentSize(); + hierarchy.Add(m_ScrollView); + + m_IsHorizontal = isHorizontal; + SetupScrolling(); + + styleSheets.Add(ResourceLoader.Load("LayoutOverlay/ScrollableToolbar.uss")); + + // TODO: Add onto current ScrollView internal WheelEvent + m_ScrollView.RegisterCallback(OnScrollWheel); + + pickingMode = PickingMode.Ignore; + m_ScrollView.pickingMode = PickingMode.Ignore; + m_ScrollView.contentViewport.pickingMode = PickingMode.Ignore; + m_ScrollView.contentContainer.pickingMode = PickingMode.Ignore; + } + + public void AddToContainer(VisualElement element) + { + m_ScrollView.contentContainer.Add(element); + } + + public void Collapse(bool collapse) + { + if (collapse) + AddToClassList("Collapse"); + else + RemoveFromClassList("Collapse"); + } + + private void SetupScrolling() + { + if (isHorizontal) + { + m_ScrollView.style.flexDirection = FlexDirection.Row; + m_ScrollView.contentViewport.style.marginLeft = 10; + m_ScrollView.contentViewport.style.marginRight = 10; + m_ScrollView.contentViewport.style.marginTop = 0; + m_ScrollView.contentViewport.style.marginBottom = 0; + m_ScrollView.contentContainer.style.flexDirection = FlexDirection.Row; + m_ScrollView.contentContainer.style.flexGrow = 1f; + } + else + { + m_ScrollView.style.flexDirection = FlexDirection.Column; + m_ScrollView.contentViewport.style.marginLeft = 0; + m_ScrollView.contentViewport.style.marginRight = 0; + m_ScrollView.contentViewport.style.marginTop = 10; + m_ScrollView.contentViewport.style.marginBottom = 10; + m_ScrollView.contentContainer.style.flexDirection = FlexDirection.Column; + m_ScrollView.contentContainer.style.flexGrow = 1f; + } + } + + void OnScrollWheel(WheelEvent evt) + { + /* + // Handled by ScrollView + if (!isHorizontal && m_ScrollView.contentContainer.layout.height - layout.height > 0) + { + if (evt.delta.y < 0) + m_ScrollView.verticalScroller.ScrollPageUp(); + else if (evt.delta.y > 0) + m_ScrollView.verticalScroller.ScrollPageDown(); + } + */ + if (isHorizontal && m_ScrollView.contentContainer.layout.width - layout.width > 0) + { + // TODO: Does not provide delta.x for sidescrolling mouse wheel. Use delta.y for now. + if (evt.delta.y < 0) + m_ScrollView.horizontalScroller.ScrollPageUp(); + else if (evt.delta.y > 0) + m_ScrollView.horizontalScroller.ScrollPageDown(); + } + evt.StopPropagation(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/ScrollableToolbar.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/ScrollableToolbar.cs.meta new file mode 100644 index 00000000..e6cf3303 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/LayoutOverlay/ScrollableToolbar.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 14eab3f75d7d9eb479d8880e6ad90557 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ResourceLoader.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ResourceLoader.cs new file mode 100644 index 00000000..98ebe7cb --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ResourceLoader.cs @@ -0,0 +1,18 @@ +using System.IO; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal static class ResourceLoader + { + const string k_ResourcePath = "Packages/com.unity.2d.animation/Editor/Assets"; + + internal static T Load(string path) where T : Object + { + var assetPath = Path.Combine(k_ResourcePath, path); + var asset = AssetDatabase.LoadAssetAtPath(assetPath); + return asset; + } + } +} + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ResourceLoader.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ResourceLoader.cs.meta new file mode 100644 index 00000000..e311b5ea --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/ResourceLoader.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1d7148ed526519c48bda43a8a5a9dceb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule.meta new file mode 100644 index 00000000..fcc9346b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0c5c95ab5cf49784c86dc247663d026e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/AssociateBonesScope.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/AssociateBonesScope.cs new file mode 100644 index 00000000..284636b7 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/AssociateBonesScope.cs @@ -0,0 +1,34 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class AssociateBonesScope : IDisposable + { + private bool m_Disposed; + private bool m_AssociateBones; + private SpriteCache m_Sprite; + + public AssociateBonesScope(SpriteCache sprite) + { + m_Sprite = sprite; + m_AssociateBones = m_Sprite.AssociatePossibleBones(); + } + + ~AssociateBonesScope() + { + if (!m_Disposed) + Debug.LogError("Scope was not disposed! You should use the 'using' keyword or manually call Dispose."); + } + + public void Dispose() + { + if (m_Disposed) + return; + + m_Disposed = true; + if (m_AssociateBones) + m_Sprite.DeassociateUnusedBones(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/AssociateBonesScope.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/AssociateBonesScope.cs.meta new file mode 100644 index 00000000..16d77b8c --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/AssociateBonesScope.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5379fb539445eb24ea7ac709f8df31b9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BaseTool.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BaseTool.cs new file mode 100644 index 00000000..59286f2f --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BaseTool.cs @@ -0,0 +1,68 @@ +using System; +using UnityEditor.U2D.Layout; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal interface ITool {} + + internal abstract class BaseTool : SkinningObject, ITool + { + [SerializeField] + private LayoutOverlay m_LayoutOverlay; + + internal LayoutOverlay layoutOverlay + { + get + { + return m_LayoutOverlay; + } + } + + [SerializeField] + private bool m_IsActive = false; + public bool isActive + { + get { return m_IsActive; } + private set { m_IsActive = value; } + } + + public virtual int defaultControlID { get { return 0; } } + + public virtual IMeshPreviewBehaviour previewBehaviour + { + get { return null; } + } + + internal override void OnDestroy() + { + Deactivate(); + } + + public void Activate() + { + isActive = true; + OnActivate(); + } + + public void Deactivate() + { + isActive = false; + OnDeactivate(); + } + + public void DoGUI() + { + if (isActive) + OnGUI(); + } + + public virtual void Initialize(LayoutOverlay layout) + { + m_LayoutOverlay = layout; + } + protected virtual void OnActivate() {} + protected virtual void OnDeactivate() {} + protected virtual void OnGUI() {} + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BaseTool.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BaseTool.cs.meta new file mode 100644 index 00000000..503664f1 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BaseTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: cc0c24ed6655ecc449dcbe4a8f3bd744 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BoneDrawingUtility.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BoneDrawingUtility.cs new file mode 100644 index 00000000..f3ae2fc7 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BoneDrawingUtility.cs @@ -0,0 +1,84 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal static class BoneDrawingUtility + { + public static float GetBoneRadius(Vector3 position, float scale = 1.0f) + { + if (Camera.current != null) + { + return 0.15f * scale * HandleUtility.GetHandleSize(position); + } + + return 10f * scale / Handles.matrix.GetColumn(0).magnitude; + } + + public static void DrawBoneNode(Vector3 position, Vector3 forward, Color color, float scale = 1.0f) + { + Color c = Handles.color; + Handles.color = color; + + Handles.DrawSolidDisc(position, -forward, GetBoneRadius(position, scale) * 0.3f); + + Handles.color = c; + } + + public static void DrawBone(Vector3 position, Vector3 endPosition, Vector3 forward, Color color, float scale = 1.0f) + { + Color c = Handles.color; + Handles.color = color; + + var right = Vector3.right; + var v = endPosition - position; + + if (v.sqrMagnitude != 0) + right = v.normalized; + + var up = Vector3.Cross(right, forward).normalized; + var radius = GetBoneRadius(position, scale) * 0.5f; + var numSamples = 12; + + if (v.sqrMagnitude <= radius * radius) + DrawingUtility.DrawSolidArc(position, -forward, up, 360f, radius, numSamples * 2); + else + { + DrawingUtility.DrawSolidArc(position, -forward, up, 180f, radius, numSamples); + DrawingUtility.DrawLine(position, endPosition, forward, radius * 2f, 0f); + } + + Handles.color = c; + } + + public static void DrawBoneOutline(Vector3 position, Vector3 endPosition, Vector3 forward, Color color, float outlineScale = 1.35f, float scale = 1.0f) + { + outlineScale = Mathf.Max(1f, outlineScale); + + Color c = Handles.color; + Handles.color = color; + + var right = Vector3.right; + var v = endPosition - position; + + if (v.sqrMagnitude != 0) + right = v.normalized; + + var up = Vector3.Cross(right, forward).normalized; + var radius = GetBoneRadius(position, scale) * 0.5f; + var outlineWidth = radius * (outlineScale - 1f); + var numSamples = 12; + + if (v.sqrMagnitude <= radius * radius) + DrawingUtility.DrawSolidArc(position, -forward, up, 360f, radius, outlineScale, numSamples * 2); + else + { + DrawingUtility.DrawSolidArc(position, -forward, up, 180f, radius, outlineScale, numSamples); + DrawingUtility.DrawSolidArc(endPosition, -forward, -up, 180f, outlineWidth, 0f, numSamples); + DrawingUtility.DrawLine(position + up * (radius + outlineWidth * 0.5f), endPosition + up * outlineWidth * 0.5f, forward, outlineWidth, outlineWidth); + DrawingUtility.DrawLine(position - up * (radius + outlineWidth * 0.5f), endPosition - up * outlineWidth * 0.5f, forward, outlineWidth, outlineWidth); + } + + Handles.color = c; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BoneDrawingUtility.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BoneDrawingUtility.cs.meta new file mode 100644 index 00000000..31796a85 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/BoneDrawingUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4e0025ed472de854692946726304a452 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache.meta new file mode 100644 index 00000000..61555774 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d59ac20961f9b95419fd53d6c9663903 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/BaseObject.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/BaseObject.cs new file mode 100644 index 00000000..9cf75cfa --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/BaseObject.cs @@ -0,0 +1,106 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ +#if CODE_COVERAGE + internal class BaseObject + { + public static T CreateInstance() + { + return Activator.CreateInstance(); + } + + public static void DestroyImmediate(object o) + { + if (o is BaseObject) + { + var obj = o as BaseObject; + obj.OnDestroy(); + s_Objects.Remove(obj.GetInstanceID()); + } + else if (o is UnityEngine.Object) + { + var obj = o as UnityEngine.Object; + Undo.ClearUndo(obj); + UnityEngine.Object.DestroyImmediate(obj); + } + } + + public static BaseObject InstanceIDToObject(int instanceID) + { + var obj = default(BaseObject); + s_Objects.TryGetValue(instanceID, out obj); + return obj; + } + + private static Dictionary s_Objects = new Dictionary(); + private static int s_InstanceID = 0; + private int m_InstanceID; + + public string name { get; set; } + public HideFlags hideFlags = HideFlags.None; + + public BaseObject() + { + m_InstanceID = ++s_InstanceID; + s_Objects.Add(m_InstanceID, this); + } + + internal virtual void OnEnable() {} + internal virtual void OnDestroy() {} + + public int GetInstanceID() + { + return m_InstanceID; + } + + public override bool Equals(object other) + { + if ((other == null)) + return false; + + return object.ReferenceEquals(this, other); + } + + public override int GetHashCode() + { + return m_InstanceID.GetHashCode(); + } + + public static bool operator==(BaseObject t1, BaseObject t2) + { + if (object.ReferenceEquals(t1, null)) + return object.ReferenceEquals(t2, null); + + return object.ReferenceEquals(t1, t2); + } + + public static bool operator!=(BaseObject t1, BaseObject t2) + { + return !(t1 == t2); + } + } +#else + internal class BaseObject : ScriptableObject + { + public static void DestroyImmediate(object o) + { + if (o is UnityEngine.Object) + { + var obj = o as UnityEngine.Object; + Undo.ClearUndo(obj); + UnityEngine.Object.DestroyImmediate(obj); + } + } + + public static BaseObject InstanceIDToObject(int instanceID) + { + return EditorUtility.InstanceIDToObject(instanceID) as BaseObject; + } + + internal virtual void OnEnable() {} + internal virtual void OnDestroy() {} + } +#endif +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/BaseObject.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/BaseObject.cs.meta new file mode 100644 index 00000000..cd037942 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/BaseObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9ceaf8ef48b796342bb695b046536af8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/Cache.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/Cache.cs new file mode 100644 index 00000000..d1f000e2 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/Cache.cs @@ -0,0 +1,141 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class Cache : BaseObject, ICacheUndo + { + public static T Create() where T : Cache + { + var cache = CreateInstance(); + cache.hideFlags = HideFlags.DontSave; + return cache; + } + + public static void Destroy(Cache cache) + { + cache.Destroy(); + DestroyImmediate(cache); + } + + [SerializeField] + private List m_CacheObjects = new List(); + [SerializeField] + private List m_RemovedCacheObjects = new List(); + private string m_UndoOperationName = null; + private IUndo m_DefaultUndo = new UnityEngineUndo(); + private IUndo m_UndoOverride = null; + + protected IUndo undo + { + get + { + if (undoOverride != null) + return undoOverride; + + return m_DefaultUndo; + } + } + + public IUndo undoOverride + { + get { return m_UndoOverride; } + set { m_UndoOverride = value; } + } + + public bool isUndoOperationSet + { + get { return string.IsNullOrEmpty(m_UndoOperationName) == false; } + } + + public void IncrementCurrentGroup() + { + undo.IncrementCurrentGroup(); + } + + public virtual void BeginUndoOperation(string operationName) + { + if (isUndoOperationSet == false) + { + Debug.Assert(!m_CacheObjects.Contains(null)); + + m_UndoOperationName = operationName; + undo.RegisterCompleteObjectUndo(this, m_UndoOperationName); + undo.RegisterCompleteObjectUndo(m_CacheObjects.ToArray(), m_UndoOperationName); + undo.RegisterCompleteObjectUndo(m_RemovedCacheObjects.ToArray(), m_UndoOperationName); + } + } + + public void EndUndoOperation() + { + m_UndoOperationName = null; + } + + public bool IsRemoved(CacheObject cacheObject) + { + return m_RemovedCacheObjects.Contains(cacheObject); + } + + public T CreateCache() where T : CacheObject + { + var cacheObject = FindRemovedCacheObject(); + + if (cacheObject != null) + { + m_RemovedCacheObjects.Remove(cacheObject); + cacheObject.OnEnable(); + } + else + { + cacheObject = CacheObject.Create(this); + } + + m_CacheObjects.Add(cacheObject); + + cacheObject.OnCreate(); + + return cacheObject; + } + + private T FindRemovedCacheObject() where T : CacheObject + { + return m_RemovedCacheObjects.FirstOrDefault((o) => o.GetType().Equals(typeof(T))) as T; + } + + public void Destroy(CacheObject cacheObject) + { + Debug.Assert(cacheObject != null); + Debug.Assert(cacheObject.owner == this); + Debug.Assert(m_CacheObjects.Contains(cacheObject)); + + m_CacheObjects.Remove(cacheObject); + m_RemovedCacheObjects.Add(cacheObject); + + cacheObject.OnDestroy(); + } + + public void Destroy() + { + Debug.Assert(!m_CacheObjects.Contains(null)); + + EndUndoOperation(); + + undo.ClearUndo(this); + + var cacheObjects = m_CacheObjects.ToArray(); + + foreach (var cacheObject in cacheObjects) + DestroyImmediate(cacheObject); + + cacheObjects = m_RemovedCacheObjects.ToArray(); + + foreach (var cacheObject in cacheObjects) + DestroyImmediate(cacheObject); + + m_CacheObjects.Clear(); + m_RemovedCacheObjects.Clear(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/Cache.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/Cache.cs.meta new file mode 100644 index 00000000..505187f3 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/Cache.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 455f18c8a1cd7574f84ff7236cfaadea +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/CacheObject.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/CacheObject.cs new file mode 100644 index 00000000..5c004a2c --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/CacheObject.cs @@ -0,0 +1,39 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class CacheObject : BaseObject, ISerializationCallbackReceiver + { + public static T Create(Cache owner) where T : CacheObject + { + var cacheObject = CreateInstance(); + cacheObject.hideFlags = HideFlags.HideAndDontSave; + cacheObject.owner = owner; + return cacheObject; + } + + [SerializeField] + private Cache m_Owner; + + public Cache owner + { + get { return m_Owner; } + set { m_Owner = value; } + } + + void ISerializationCallbackReceiver.OnAfterDeserialize() + { + OnAfterDeserialize(); + } + + void ISerializationCallbackReceiver.OnBeforeSerialize() + { + OnBeforeSerialize(); + } + + internal virtual void OnCreate() {} + protected virtual void OnAfterDeserialize() {} + protected virtual void OnBeforeSerialize() {} + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/CacheObject.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/CacheObject.cs.meta new file mode 100644 index 00000000..70c2fba6 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Cache/CacheObject.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ea21de3798988c84dbc83021a3e6ecee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CharacterModeTool.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CharacterModeTool.meta new file mode 100644 index 00000000..f61b4d91 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CharacterModeTool.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6735c3e859fb15b4191b28f225534760 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs new file mode 100644 index 00000000..80889c7e --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs @@ -0,0 +1,25 @@ +using System; + +namespace UnityEditor.U2D.Animation +{ + internal class SwitchModeTool : BaseTool + { + protected override void OnActivate() + { + if (skinningCache.mode != SkinningMode.SpriteSheet) + { + skinningCache.mode = SkinningMode.SpriteSheet; + skinningCache.events.skinningModeChanged.Invoke(SkinningMode.SpriteSheet); + } + } + + protected override void OnDeactivate() + { + if (skinningCache.mode != SkinningMode.Character) + { + skinningCache.mode = SkinningMode.Character; + skinningCache.events.skinningModeChanged.Invoke(SkinningMode.Character); + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs.meta new file mode 100644 index 00000000..9e8d7875 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CharacterModeTool/SwitchModeTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: daabb48969fe3724f80d2c96d89d710e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ColorExtensions.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ColorExtensions.cs new file mode 100644 index 00000000..8b156677 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ColorExtensions.cs @@ -0,0 +1,13 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal static class ColorExtensions + { + public static Color AlphaMultiplied(this Color c, float multiplier) + { + return new Color(c.r, c.g, c.b, c.a * multiplier); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ColorExtensions.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ColorExtensions.cs.meta new file mode 100644 index 00000000..0f11b6ed --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ColorExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 10889aecec5b6ee41a2a1626c4cfc07c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CopyTool.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CopyTool.cs new file mode 100644 index 00000000..8e19875c --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CopyTool.cs @@ -0,0 +1,661 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +using UnityEditor.U2D.Layout; +using UnityEngine.U2D; + +namespace UnityEditor.U2D.Animation +{ + internal interface ICopyToolStringStore + { + string stringStore + { + get; + set; + } + } + + internal class SystemCopyBufferStringStore : ICopyToolStringStore + { + public string stringStore + { + get { return EditorGUIUtility.systemCopyBuffer; } + set { EditorGUIUtility.systemCopyBuffer = value; } + } + } + + internal class CopyTool : MeshToolWrapper + { + public class NewBonesStore + { + public BoneCache[] newBones; + public Dictionary newBoneNameDict; + public NewBonesStore() + { + newBones = null; + newBoneNameDict = new Dictionary(); + } + + public void MapAllExistingBones() + { + foreach (var bone in newBones) + newBoneNameDict.Add(bone.name, bone.name); + } + } + + private ICopyToolStringStore m_CopyToolStringStore; + private CopyToolView m_CopyToolView; + + public float pixelsPerUnit + { + private get; + set; + } + + public ICopyToolStringStore copyToolStringStore + { + set { m_CopyToolStringStore = value; } + } + + internal override void OnCreate() + { + m_CopyToolView = new CopyToolView(); + m_CopyToolView.onPasteActivated += OnPasteActivated; + m_CopyToolStringStore = new SystemCopyBufferStringStore(); + disableMeshEditor = true; + } + + public override void Initialize(LayoutOverlay layout) + { + m_CopyToolView.Initialize(layout); + } + + protected override void OnActivate() + { + base.OnActivate(); + m_CopyToolView.Show(); + } + + protected override void OnDeactivate() + { + base.OnDeactivate(); + m_CopyToolView.Hide(); + } + + private void CopyMeshFromSpriteCache(SpriteCache sprite, SkinningCopySpriteData skinningSpriteData) + { + if (meshTool == null) + return; + + meshTool.SetupSprite(sprite); + skinningSpriteData.vertices = meshTool.mesh.vertices; + skinningSpriteData.indices = meshTool.mesh.indices; + skinningSpriteData.edges = meshTool.mesh.edges; + skinningSpriteData.boneWeightNames = new List(); + foreach (var bone in meshTool.mesh.bones) + { + skinningSpriteData.boneWeightNames.Add(bone.name); + } + } + + public void OnCopyActivated() + { + SkinningCopyData skinningCopyData; + var selectedSprite = skinningCache.selectedSprite; + if (selectedSprite == null) + { + skinningCopyData = CopyAll(); + } + else + { + skinningCopyData = CopySingle(selectedSprite); + } + + if (skinningCopyData != null) + m_CopyToolStringStore.stringStore = SkinningCopyUtility.SerializeSkinningCopyDataToString(skinningCopyData); + skinningCache.events.copy.Invoke(); + } + + public SkinningCopyData CopyAll() + { + var skinningCopyData = new SkinningCopyData(); + skinningCopyData.pixelsPerUnit = pixelsPerUnit; + + var sprites = skinningCache.GetSprites(); + foreach (var sprite in sprites) + { + var skinningSpriteData = new SkinningCopySpriteData(); + skinningSpriteData.spriteName = sprite.name; + + var skeleton = skinningCache.GetEffectiveSkeleton(sprite); + if (skeleton != null && skeleton.BoneCount > 0) + { + if (skinningCache.hasCharacter) + { + // Order doesn't matter for character bones + skinningSpriteData.spriteBones = skeleton.bones.ToSpriteBone(Matrix4x4.identity).Select(x => new SpriteBoneCopyData() + { + spriteBone = x, + order = -1 + }).ToList(); + } + + else + { + skinningSpriteData.spriteBones = new List(); + var bones = skeleton.bones.FindRoots(); + foreach (var bone in bones) + GetSpriteBoneDataRecursively(skinningSpriteData.spriteBones, bone, skeleton.bones.ToList()); + } + } + if (meshTool != null) + { + CopyMeshFromSpriteCache(sprite, skinningSpriteData); + } + skinningCopyData.copyData.Add(skinningSpriteData); + } + + if (meshTool != null) + { + meshTool.SetupSprite(null); + } + + return skinningCopyData; + } + + public SkinningCopyData CopySingle(SpriteCache sprite) + { + var skinningCopyData = new SkinningCopyData(); + skinningCopyData.pixelsPerUnit = pixelsPerUnit; + + // Mesh + var skinningSpriteData = new SkinningCopySpriteData(); + skinningCopyData.copyData.Add(skinningSpriteData); + + CopyMeshFromSpriteCache(sprite, skinningSpriteData); + + // Bones + var rootBones = new List(); + BoneCache[] boneCache = null; + if (skinningCache.hasCharacter) + { + var characterPart = skinningCache.GetCharacterPart(sprite); + if (characterPart != null && characterPart.bones != null) + { + boneCache = characterPart.bones; + var bones = characterPart.bones.FindRoots(); + foreach (var bone in bones) + rootBones.Add(bone); + } + } + else + { + var skeleton = skinningCache.GetEffectiveSkeleton(sprite); + if (skeleton != null && skeleton.BoneCount > 0) + { + boneCache = skeleton.bones; + var bones = boneCache.FindRoots(); + foreach (var bone in bones) + rootBones.Add(bone); + } + } + + if (rootBones.Count > 0) + { + skinningSpriteData.spriteBones = new List(); + foreach (var rootBone in rootBones) + { + var rootBoneIndex = skinningSpriteData.spriteBones.Count; + GetSpriteBoneDataRecursively(skinningSpriteData.spriteBones, rootBone, boneCache.ToList()); + if (skinningCache.hasCharacter) + { + // Offset the bones based on the currently selected Sprite in Character mode + var characterPart = sprite.GetCharacterPart(); + if (characterPart != null) + { + var offset = characterPart.position; + var rootSpriteBone = skinningSpriteData.spriteBones[rootBoneIndex]; + rootSpriteBone.spriteBone.position = rootSpriteBone.spriteBone.position - offset; + skinningSpriteData.spriteBones[rootBoneIndex] = rootSpriteBone; + } + } + } + } + + return skinningCopyData; + } + + private void GetSpriteBoneDataRecursively(List bones, BoneCache rootBone, List boneCache) + { + AppendSpriteBoneDataRecursively(bones, rootBone, -1, boneCache); + } + + private void AppendSpriteBoneDataRecursively(List spriteBones, BoneCache bone, int parentIndex, List boneCache) + { + int currentParentIndex = spriteBones.Count; + + var boneCopyData = new SpriteBoneCopyData() + { + spriteBone = new SpriteBone() + { + name = bone.name, + parentId = parentIndex + }, + order = boneCache.FindIndex(x => x == bone) + }; + if (boneCopyData.order < 0) + { + boneCopyData.order = boneCache.Count; + boneCache.Add(bone); + } + + if (parentIndex == -1 && bone.parentBone != null) + { + boneCopyData.spriteBone.position = bone.position; + boneCopyData.spriteBone.rotation = bone.rotation; + } + else + { + boneCopyData.spriteBone.position = bone.localPosition; + boneCopyData.spriteBone.rotation = bone.localRotation; + } + boneCopyData.spriteBone.position = new Vector3(boneCopyData.spriteBone.position.x, boneCopyData.spriteBone.position.y, bone.depth); + + boneCopyData.spriteBone.length = bone.localLength; + spriteBones.Add(boneCopyData); + foreach (var child in bone) + { + var childBone = child as BoneCache; + if (childBone != null) + AppendSpriteBoneDataRecursively(spriteBones, childBone, currentParentIndex, boneCache); + } + } + + public void OnPasteActivated(bool bone, bool mesh, bool flipX, bool flipY) + { + var copyBuffer = m_CopyToolStringStore.stringStore; + if (!SkinningCopyUtility.CanDeserializeStringToSkinningCopyData(copyBuffer)) + { + Debug.LogError(TextContent.copyError1); + return; + } + + var skinningCopyData = SkinningCopyUtility.DeserializeStringToSkinningCopyData(copyBuffer); + if (skinningCopyData == null || skinningCopyData.copyData.Count == 0) + { + Debug.LogError(TextContent.copyError2); + return; + } + + var scale = 1f; + if (skinningCopyData.pixelsPerUnit > 0f) + scale = pixelsPerUnit / skinningCopyData.pixelsPerUnit; + + var sprites = skinningCache.GetSprites(); + var copyMultiple = skinningCopyData.copyData.Count > 1; + if (copyMultiple && skinningCopyData.copyData.Count != sprites.Length && mesh) + { + Debug.LogError(String.Format(TextContent.copyError3, sprites.Length, skinningCopyData.copyData.Count)); + return; + } + + using (skinningCache.UndoScope(TextContent.pasteData)) + { + NewBonesStore newBonesStore = null; + if (bone && copyMultiple && skinningCache.hasCharacter) + { + newBonesStore = new NewBonesStore(); + var skinningSpriteData = skinningCopyData.copyData[0]; + newBonesStore.newBones = skinningCache.CreateBoneCacheFromSpriteBones(skinningSpriteData.spriteBones.Select(y => y.spriteBone).ToArray(), scale); + if (flipX || flipY) + { + var characterRect = new Rect(Vector2.zero, skinningCache.character.dimension); + var newPositions = new Vector3[newBonesStore.newBones.Length]; + var newRotations = new Quaternion[newBonesStore.newBones.Length]; + for (var i = 0; i < newBonesStore.newBones.Length; ++i) + { + newPositions[i] = GetFlippedBonePosition(newBonesStore.newBones[i], Vector2.zero, characterRect, flipX, flipY); + newRotations[i] = GetFlippedBoneRotation(newBonesStore.newBones[i], flipX, flipY); + } + for (var i = 0; i < newBonesStore.newBones.Length; ++i) + { + newBonesStore.newBones[i].position = newPositions[i]; + newBonesStore.newBones[i].rotation = newRotations[i]; + } + } + newBonesStore.MapAllExistingBones(); + var skeleton = skinningCache.character.skeleton; + skeleton.SetBones(newBonesStore.newBones); + skinningCache.events.skeletonTopologyChanged.Invoke(skeleton); + } + + foreach (var skinningSpriteData in skinningCopyData.copyData) + { + SpriteCache sprite = null; + if (!String.IsNullOrEmpty(skinningSpriteData.spriteName)) + { + sprite = sprites.FirstOrDefault(x => x.name == skinningSpriteData.spriteName); + } + if (sprite == null && (skinningCopyData.copyData.Count == 1 || String.IsNullOrEmpty(skinningSpriteData.spriteName))) + { + sprite = skinningCache.selectedSprite; + } + if (sprite == null) + continue; + + if (bone && (!skinningCache.hasCharacter || !copyMultiple)) + { + var spriteBones = new SpriteBone[skinningSpriteData.spriteBones.Count]; + for (int i = 0; i < skinningSpriteData.spriteBones.Count; ++i) + { + var order = skinningSpriteData.spriteBones[i].order; + spriteBones[order] = skinningSpriteData.spriteBones[i].spriteBone; + var parentId = spriteBones[order].parentId; + if (parentId >= 0) + { + spriteBones[order].parentId = skinningSpriteData.spriteBones[parentId].order; + } + } + newBonesStore = PasteSkeletonBones(sprite, spriteBones.ToList(), flipX, flipY, scale); + } + + if (mesh && meshTool != null) + { + PasteMesh(sprite, skinningSpriteData, flipX, flipY, scale, newBonesStore); + } + } + + if (newBonesStore != null && newBonesStore.newBones != null) + { + skinningCache.skeletonSelection.elements = newBonesStore.newBones; + skinningCache.events.boneSelectionChanged.Invoke(); + } + } + skinningCache.events.paste.Invoke(bone, mesh, flipX, flipY); + } + + private Vector3 GetFlippedBonePosition(BoneCache bone, Vector2 startPosition, Rect spriteRect + , bool flipX, bool flipY) + { + Vector3 position = startPosition; + if (flipX) + { + position.x += spriteRect.width - bone.position.x; + } + else + { + position.x += bone.position.x; + } + + if (flipY) + { + position.y += spriteRect.height - bone.position.y; + } + else + { + position.y += bone.position.y; + } + + position.z = bone.position.z; + return position; + } + + private Quaternion GetFlippedBoneRotation(BoneCache bone, bool flipX, bool flipY) + { + var euler = bone.rotation.eulerAngles; + if (flipX) + { + if (euler.z <= 180) + { + euler.z = 180 - euler.z; + } + else + { + euler.z = 540 - euler.z; + } + } + if (flipY) + { + euler.z = 360 - euler.z; + } + return Quaternion.Euler(euler); + } + + void SetBonePositionAndRotation(BoneCache[] boneCache, TransformCache bone, Vector3[] position, Quaternion[] rotation) + { + var index = Array.FindIndex(boneCache, x => x == bone); + if (index >= 0) + { + bone.position = position[index]; + bone.rotation = rotation[index]; + } + foreach (var child in bone.children) + { + SetBonePositionAndRotation(boneCache, child, position, rotation); + } + } + + public NewBonesStore PasteSkeletonBones(SpriteCache sprite, List spriteBones, bool flipX, bool flipY, float scale = 1.0f) + { + NewBonesStore newBonesStore = new NewBonesStore(); + newBonesStore.newBones = skinningCache.CreateBoneCacheFromSpriteBones(spriteBones.ToArray(), scale); + if (newBonesStore.newBones.Length == 0) + return null; + + if (sprite == null || (skinningCache.mode == SkinningMode.SpriteSheet && skinningCache.hasCharacter)) + return null; + + var spriteRect = sprite.textureRect; + var skeleton = skinningCache.GetEffectiveSkeleton(sprite); + + var rectPosition = spriteRect.position; + if (skinningCache.mode == SkinningMode.Character) + { + var characterPart = sprite.GetCharacterPart(); + if (characterPart == null) + return null; + rectPosition = characterPart.position; + } + + var newPositions = new Vector3[newBonesStore.newBones.Length]; + var newRotations = new Quaternion[newBonesStore.newBones.Length]; + for (var i = 0; i < newBonesStore.newBones.Length; ++i) + { + newPositions[i] = GetFlippedBonePosition(newBonesStore.newBones[i], rectPosition, spriteRect, flipX, flipY); + newRotations[i] = GetFlippedBoneRotation(newBonesStore.newBones[i], flipX, flipY); + } + for (var i = 0; i < newBonesStore.newBones.Length; ++i) + { + if(newBonesStore.newBones[i].parent == null) + SetBonePositionAndRotation(newBonesStore.newBones, newBonesStore.newBones[i], newPositions, newRotations); + } + + if (skinningCache.mode == SkinningMode.SpriteSheet) + { + newBonesStore.MapAllExistingBones(); + skeleton.SetBones(newBonesStore.newBones); + } + else + { + var existingBoneNames = skeleton.bones.Select(x => x.name).ToList(); + + skeleton.AddBones(newBonesStore.newBones); + + var bones = skeleton.bones; + + // Update names of all newly pasted bones + foreach (var bone in newBonesStore.newBones) + { + if (existingBoneNames.Contains(bone.name)) + { + var oldBoneName = bone.name; + bone.name = SkeletonController.AutoBoneName(bone.parentBone, bones); + existingBoneNames.Add(bone.name); + newBonesStore.newBoneNameDict.Add(oldBoneName, bone.name); + } + else + { + newBonesStore.newBoneNameDict.Add(bone.name, bone.name); + } + } + + skeleton.SetDefaultPose(); + } + + skinningCache.events.skeletonTopologyChanged.Invoke(skeleton); + return newBonesStore; + } + + public void PasteMesh(SpriteCache sprite, SkinningCopySpriteData skinningSpriteData, bool flipX, bool flipY, float scale, NewBonesStore newBonesStore) + { + if (sprite == null) + return; + + meshTool.SetupSprite(sprite); + meshTool.mesh.vertices = skinningSpriteData.vertices; + if (!Mathf.Approximately(scale, 1f) || flipX || flipY) + { + var spriteRect = sprite.textureRect; + foreach (var vertex in meshTool.mesh.vertices) + { + var position = vertex.position; + if (!Mathf.Approximately(scale, 1f)) + position = position * scale; + if (flipX) + position.x = spriteRect.width - vertex.position.x; + if (flipY) + position.y = spriteRect.height - vertex.position.y; + vertex.position = position; + } + } + meshTool.mesh.indices = skinningSpriteData.indices; + meshTool.mesh.edges = skinningSpriteData.edges; + + int[] copyBoneToNewBones = new int[skinningSpriteData.boneWeightNames.Count]; + BoneCache[] setBones = null; + + if (newBonesStore != null && newBonesStore.newBones != null) + { + // Update bone weights with new bone indices + var setBonesList = new List(); + copyBoneToNewBones = new int[skinningSpriteData.boneWeightNames.Count]; + int index = 0; + for (int i = 0; i < skinningSpriteData.boneWeightNames.Count; ++i) + { + string oldBoneName = skinningSpriteData.boneWeightNames[i]; + string newBoneName; + newBonesStore.newBoneNameDict.TryGetValue(oldBoneName, out newBoneName); + var newBone = newBonesStore.newBones.FirstOrDefault(bone => bone.name == newBoneName); + copyBoneToNewBones[i] = -1; + if (newBone == null) + continue; + + for (int j = 0; j < skinningSpriteData.spriteBones.Count; ++j) + { + if (skinningSpriteData.spriteBones[j].spriteBone.name == oldBoneName) + { + copyBoneToNewBones[i] = index++; + setBonesList.Add(newBone); + break; + } + } + } + setBones = setBonesList.ToArray(); + } + else + { + // Attempt to link weights based on existing bone names + var skeleton = skinningCache.GetEffectiveSkeleton(sprite); + var characterBones = new List(); + for (int i = 0; i < skinningSpriteData.boneWeightNames.Count; ++i) + { + copyBoneToNewBones[i] = -1; + var boneName = skinningSpriteData.boneWeightNames[i]; + for (int j = 0; j < skeleton.bones.Length; ++j) + { + if (skeleton.bones[j].name == boneName) + { + copyBoneToNewBones[i] = characterBones.Count; + characterBones.Add(skeleton.bones[j]); + break; + } + } + } + setBones = characterBones.ToArray(); + } + + // Remap new bone indexes from copied bone indexes + foreach (var vertex in meshTool.mesh.vertices) + { + var editableBoneWeight = vertex.editableBoneWeight; + + for (var i = 0; i < editableBoneWeight.Count; ++i) + { + if (!editableBoneWeight[i].enabled) + continue; + + if (copyBoneToNewBones.Length > editableBoneWeight[i].boneIndex) + { + var boneIndex = copyBoneToNewBones[editableBoneWeight[i].boneIndex]; + if (boneIndex != -1) + editableBoneWeight[i].boneIndex = boneIndex; + } + } + } + + // Update associated bones for mesh + meshTool.mesh.SetCompatibleBoneSet(setBones); + meshTool.mesh.bones = setBones; // Fixes weights for bones that do not exist + + // Update associated bones for character + if (skinningCache.hasCharacter) + { + var characterPart = sprite.GetCharacterPart(); + if (characterPart != null) + { + characterPart.bones = setBones; + skinningCache.events.characterPartChanged.Invoke(characterPart); + } + } + + meshTool.UpdateMesh(); + } + } + + internal class CopyToolView + { + private PastePanel m_PastePanel; + + public event Action onPasteActivated = (bone, mesh, flipX, flipY) => {}; + + public void Show() + { + m_PastePanel.SetHiddenFromLayout(false); + } + + public void Hide() + { + m_PastePanel.SetHiddenFromLayout(true); + } + + public void Initialize(LayoutOverlay layoutOverlay) + { + m_PastePanel = PastePanel.GenerateFromUXML(); + BindElements(); + layoutOverlay.rightOverlay.Add(m_PastePanel); + m_PastePanel.SetHiddenFromLayout(true); + } + + void BindElements() + { + m_PastePanel.onPasteActivated += OnPasteActivated; + } + + void OnPasteActivated(bool bone, bool mesh, bool flipX, bool flipY) + { + onPasteActivated(bone, mesh, flipX, flipY); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CopyTool.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CopyTool.cs.meta new file mode 100644 index 00000000..21b0e6d5 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/CopyTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 311e00422db8e4949bf926b0d039e05e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DefaultPoseScope.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DefaultPoseScope.cs new file mode 100644 index 00000000..a3df7069 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DefaultPoseScope.cs @@ -0,0 +1,55 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class DefaultPoseScope : IDisposable + { + private bool m_Disposed; + private SkeletonCache m_Skeleton; + private BonePose[] m_Pose; + private bool m_DoRestorePose = false; + private bool m_UseLocalPose; + + public DefaultPoseScope(SkeletonCache skeleton, bool useLocalPose = true) + { + Debug.Assert(skeleton != null); + + m_Skeleton = skeleton; + m_UseLocalPose = useLocalPose; + + if (m_Skeleton.isPosePreview) + { + m_DoRestorePose = true; + + if(useLocalPose) + m_Pose = m_Skeleton.GetLocalPose(); + else + m_Pose = m_Skeleton.GetWorldPose(); + + m_Skeleton.RestoreDefaultPose(); + } + } + + ~DefaultPoseScope() + { + if (!m_Disposed) + Debug.LogError("Scope was not disposed! You should use the 'using' keyword or manually call Dispose."); + } + + public void Dispose() + { + if (m_Disposed) + return; + + m_Disposed = true; + if (m_Skeleton != null && m_DoRestorePose) + { + if(m_UseLocalPose) + m_Skeleton.SetLocalPose(m_Pose); + else + m_Skeleton.SetWorldPose(m_Pose); + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DefaultPoseScope.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DefaultPoseScope.cs.meta new file mode 100644 index 00000000..3ca164b2 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DefaultPoseScope.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: bee8f4b5ba5b4ee46a3b10bad91b8c97 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DrawingUtility.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DrawingUtility.cs new file mode 100644 index 00000000..9a363fc9 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DrawingUtility.cs @@ -0,0 +1,261 @@ +using UnityEditor.U2D.Common; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class DrawingUtility + { + public static readonly Color kSpriteBorderColor = new Color(0.25f, 0.5f, 1f, 0.75f); + + public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float width) + { + DrawLine(p1, p2, normal, width, width); + } + + public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2) + { + DrawLine(p1, p2, normal, widthP1, widthP2, Handles.color); + } + + public static void DrawLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2, Color color) + { + if (Event.current.type != EventType.Repaint) + return; + + Vector3 up = Vector3.Cross(normal, p2 - p1).normalized; + + Shader.SetGlobalFloat("_HandleSize", 1); + + InternalEditorBridge.ApplyWireMaterial(); + GL.PushMatrix(); + GL.MultMatrix(Handles.matrix); + GL.Begin(4); + GL.Color(color); + GL.Vertex(p1 + up * widthP1 * 0.5f); + GL.Vertex(p1 - up * widthP1 * 0.5f); + GL.Vertex(p2 - up * widthP2 * 0.5f); + GL.Vertex(p1 + up * widthP1 * 0.5f); + GL.Vertex(p2 - up * widthP2 * 0.5f); + GL.Vertex(p2 + up * widthP2 * 0.5f); + GL.End(); + GL.PopMatrix(); + } + + public static void BeginLines(Color color) + { + InternalEditorBridge.ApplyWireMaterial(); + GL.PushMatrix(); + GL.MultMatrix(Handles.matrix); + GL.Begin(GL.LINES); + GL.Color(color); + } + + public static void BeginSolidLines() + { + InternalEditorBridge.ApplyWireMaterial(); + GL.PushMatrix(); + GL.MultMatrix(Handles.matrix); + GL.Begin(GL.TRIANGLES); + } + + public static void EndLines() + { + GL.End(); + GL.PopMatrix(); + } + + public static void DrawLine(Vector3 p1, Vector3 p2) + { + GL.Vertex(p1); + GL.Vertex(p2); + } + + public static void DrawSolidLine(float width, Vector3 p1, Vector3 p2) + { + DrawSolidLine(p1, p2, Vector3.forward, width, width); + } + + public static void DrawSolidLine(Vector3 p1, Vector3 p2, Vector3 normal, float widthP1, float widthP2) + { + GL.Color(Handles.color); + + Vector3 right = Vector3.Cross(normal, p2 - p1).normalized; + + GL.Vertex(p1 + right * widthP1 * 0.5f); + GL.Vertex(p1 - right * widthP1 * 0.5f); + GL.Vertex(p2 - right * widthP2 * 0.5f); + GL.Vertex(p1 + right * widthP1 * 0.5f); + GL.Vertex(p2 - right * widthP2 * 0.5f); + GL.Vertex(p2 + right * widthP2 * 0.5f); + } + + public static void DrawBox(Rect position) + { + Vector3[] points = new Vector3[5]; + int i = 0; + points[i++] = new Vector3(position.xMin, position.yMin, 0f); + points[i++] = new Vector3(position.xMax, position.yMin, 0f); + points[i++] = new Vector3(position.xMax, position.yMax, 0f); + points[i++] = new Vector3(position.xMin, position.yMax, 0f); + + DrawLine(points[0], points[1]); + DrawLine(points[1], points[2]); + DrawLine(points[2], points[3]); + DrawLine(points[3], points[0]); + } + + public static void DrawMesh(Mesh mesh, Material material, Matrix4x4 matrix) + { + Debug.Assert(mesh != null); + Debug.Assert(material != null); + + if (Event.current.type != EventType.Repaint) + return; + + material.SetFloat("_AdjustLinearForGamma", PlayerSettings.colorSpace == ColorSpace.Linear ? 1.0f : 0.0f); + material.SetPass(0); + Graphics.DrawMeshNow(mesh, Handles.matrix * matrix); + } + + public static void DrawGUIStyleCap(int controlID, Vector3 position, Quaternion rotation, float size, GUIStyle guiStyle) + { + if (Event.current.type != EventType.Repaint) + return; + + if (Camera.current && Vector3.Dot(position - Camera.current.transform.position, Camera.current.transform.forward) < 0f) + return; + + Handles.BeginGUI(); + guiStyle.Draw(GetGUIStyleRect(guiStyle, position), GUIContent.none, controlID); + Handles.EndGUI(); + } + + private static Rect GetGUIStyleRect(GUIStyle style, Vector3 position) + { + Vector2 vector = HandleUtility.WorldToGUIPoint(position); + + float fixedWidth = style.fixedWidth; + float fixedHeight = style.fixedHeight; + + return new Rect(vector.x - fixedWidth / 2f, vector.y - fixedHeight / 2f, fixedWidth, fixedHeight); + } + + public static void DrawRect(Rect rect, Vector3 position, Quaternion rotation, Color color, float rectAlpha, float outlineAlpha) + { + if (Event.current.type != EventType.Repaint) + return; + + Vector3[] corners = new Vector3[4]; + for (int i = 0; i < 4; i++) + { + Vector3 point = GetLocalRectPoint(rect, i); + corners[i] = rotation * point + position; + } + + Vector3[] points = new Vector3[] + { + corners[0], + corners[1], + corners[2], + corners[3], + corners[0] + }; + + Color l_color = Handles.color; + Handles.color = color; + + Vector2 offset = new Vector2(1f, 1f); + + if (!Camera.current) + { + offset.y *= -1; + } + + Handles.DrawSolidRectangleWithOutline(points, new Color(1f, 1f, 1f, rectAlpha), new Color(1f, 1f, 1f, outlineAlpha)); + + Handles.color = l_color; + } + + private static Vector2 GetLocalRectPoint(Rect rect, int index) + { + switch (index) + { + case (0): return new Vector2(rect.xMin, rect.yMax); + case (1): return new Vector2(rect.xMax, rect.yMax); + case (2): return new Vector2(rect.xMax, rect.yMin); + case (3): return new Vector2(rect.xMin, rect.yMin); + } + return Vector3.zero; + } + + private static void SetDiscSectionPoints(Vector3[] dest, int count, Vector3 normal, Vector3 from, float angle) + { + from.Normalize(); + Quaternion rotation = Quaternion.AngleAxis(angle / (float)(count - 1), normal); + Vector3 vector = from; + for (int i = 0; i < count; i++) + { + dest[i] = vector; + vector = rotation * vector; + } + } + + static Vector3[] s_array; + public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius, int numSamples = 60) + { + if (Event.current.type != EventType.Repaint) + return; + + numSamples = Mathf.Clamp(numSamples, 3, 60); + + if (s_array == null) + s_array = new Vector3[60]; + + Color color = Handles.color; + SetDiscSectionPoints(s_array, numSamples, normal, from, angle); + InternalEditorBridge.ApplyWireMaterial(); + GL.PushMatrix(); + GL.MultMatrix(Handles.matrix); + GL.Begin(GL.TRIANGLES); + for (int i = 1; i < numSamples; i++) + { + GL.Color(color); + GL.Vertex(center); + GL.Vertex(center + s_array[i - 1] * radius); + GL.Vertex(center + s_array[i] * radius); + } + GL.End(); + GL.PopMatrix(); + } + + public static void DrawSolidArc(Vector3 center, Vector3 normal, Vector3 from, float angle, float radius, float outlineScale, int numSamples = 60) + { + if (Event.current.type != EventType.Repaint) + return; + + numSamples = Mathf.Clamp(numSamples, 3, 60); + + if(s_array == null) + s_array = new Vector3[60]; + + Color color = Handles.color; + SetDiscSectionPoints(s_array, numSamples, normal, from, angle); + InternalEditorBridge.ApplyWireMaterial(); + GL.PushMatrix(); + GL.MultMatrix(Handles.matrix); + GL.Begin(4); + for (int i = 1; i < numSamples; i++) + { + GL.Color(color); + GL.Vertex(center + s_array[i - 1] * radius * outlineScale); + GL.Vertex(center + s_array[i - 1] * radius); + GL.Vertex(center + s_array[i] * radius); + GL.Vertex(center + s_array[i - 1] * radius * outlineScale); + GL.Vertex(center + s_array[i] * radius); + GL.Vertex(center + s_array[i] * radius * outlineScale); + } + GL.End(); + GL.PopMatrix(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DrawingUtility.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DrawingUtility.cs.meta new file mode 100644 index 00000000..0243f063 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/DrawingUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9b3f77b5965944b8ba5c1beefa1eb533 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateGeometryTool.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateGeometryTool.cs new file mode 100644 index 00000000..1093e9ca --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateGeometryTool.cs @@ -0,0 +1,215 @@ +using System; +using UnityEditor.U2D.Layout; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class GenerateGeometryTool : MeshToolWrapper + { + private const float kWeightTolerance = 0.1f; + private SpriteMeshDataController m_SpriteMeshDataController = new SpriteMeshDataController(); + private ITriangulator m_Triangulator; + private IOutlineGenerator m_OutlineGenerator; + private IWeightsGenerator m_WeightGenerator; + private GenerateGeometryPanel m_GenerateGeometryPanel; + + internal override void OnCreate() + { + m_Triangulator = new Triangulator(); + m_OutlineGenerator = new OutlineGenerator(); + m_WeightGenerator = new BoundedBiharmonicWeightsGenerator(); + } + + public override void Initialize(LayoutOverlay layout) + { + base.Initialize(layout); + + m_GenerateGeometryPanel = GenerateGeometryPanel.GenerateFromUXML(); + m_GenerateGeometryPanel.skinningCache = skinningCache; + + layout.rightOverlay.Add(m_GenerateGeometryPanel); + + BindElements(); + Hide(); + } + + private void BindElements() + { + Debug.Assert(m_GenerateGeometryPanel != null); + + m_GenerateGeometryPanel.onAutoGenerateGeometry += (float d, byte a, float s) => + { + var selectedSprite = skinningCache.selectedSprite; + + if (selectedSprite != null) + { + EditorUtility.DisplayProgressBar(TextContent.generatingGeometry, selectedSprite.name, 0f); + + using (skinningCache.UndoScope(TextContent.generateGeometry)) + { + GenerateGeometry(selectedSprite, d / 100f, a, s); + + if (m_GenerateGeometryPanel.generateWeights) + { + EditorUtility.DisplayProgressBar(TextContent.generatingWeights, selectedSprite.name, 1f); + GenerateWeights(selectedSprite); + } + + skinningCache.vertexSelection.Clear(); + skinningCache.events.meshChanged.Invoke(selectedSprite.GetMesh()); + } + + EditorUtility.ClearProgressBar(); + } + }; + + m_GenerateGeometryPanel.onAutoGenerateGeometryAll += (float d, byte a, float s) => + { + var sprites = skinningCache.GetSprites(); + + using (skinningCache.UndoScope(TextContent.generateGeometry)) + { + for (var i = 0; i < sprites.Length; ++i) + { + var sprite = sprites[i]; + + if (!sprite.IsVisible()) + continue; + + EditorUtility.DisplayProgressBar(TextContent.generateGeometry, sprite.name, i * 2f / (sprites.Length * 2f)); + + GenerateGeometry(sprite, d / 100f, a, s); + + if (m_GenerateGeometryPanel.generateWeights) + { + EditorUtility.DisplayProgressBar(TextContent.generatingWeights, sprite.name, (i * 2f + 1) / (sprites.Length * 2f)); + GenerateWeights(sprite); + } + } + + foreach(var sprite in sprites) + skinningCache.events.meshChanged.Invoke(sprite.GetMesh()); + + EditorUtility.ClearProgressBar(); + } + }; + } + + protected override void OnActivate() + { + base.OnActivate(); + UpdateButton(); + Show(); + skinningCache.events.selectedSpriteChanged.AddListener(OnSelectedSpriteChanged); + } + + protected override void OnDeactivate() + { + base.OnDeactivate(); + Hide(); + skinningCache.events.selectedSpriteChanged.RemoveListener(OnSelectedSpriteChanged); + } + + private void Show() + { + m_GenerateGeometryPanel.SetHiddenFromLayout(false); + } + + private void Hide() + { + m_GenerateGeometryPanel.SetHiddenFromLayout(true); + } + + private void UpdateButton() + { + var selectedSprite = skinningCache.selectedSprite; + + if (selectedSprite == null) + m_GenerateGeometryPanel.SetMode(GenerateGeometryPanel.GenerateMode.Multiple); + else + m_GenerateGeometryPanel.SetMode(GenerateGeometryPanel.GenerateMode.Single); + } + + private void OnSelectedSpriteChanged(SpriteCache sprite) + { + UpdateButton(); + } + + private void GenerateGeometry(SpriteCache sprite, float outlineDetail, byte alphaTolerance, float subdivide) + { + Debug.Assert(sprite != null); + + var mesh = sprite.GetMesh(); + + Debug.Assert(mesh != null); + + m_SpriteMeshDataController.spriteMeshData = mesh; + m_SpriteMeshDataController.OutlineFromAlpha(m_OutlineGenerator, mesh.textureDataProvider, outlineDetail, alphaTolerance); + m_SpriteMeshDataController.Triangulate(m_Triangulator); + + if (subdivide > 0f) + { + var largestAreaFactor = Mathf.Lerp(0.5f, 0.05f, Math.Min(subdivide, 100f) / 100f); + m_SpriteMeshDataController.Subdivide(m_Triangulator, largestAreaFactor); + } + + foreach (var vertex in mesh.vertices) + vertex.position -= sprite.textureRect.position; + } + + private void GenerateWeights(SpriteCache sprite) + { + Debug.Assert(sprite != null); + + var mesh = sprite.GetMesh(); + + Debug.Assert(mesh != null); + + using (new DefaultPoseScope(skinningCache.GetEffectiveSkeleton(sprite))) + { + if (NeedsAssociateBones(sprite.GetCharacterPart())) + { + using (new AssociateBonesScope(sprite)) + { + GenerateWeights(mesh); + } + } + else + GenerateWeights(mesh); + } + } + + private bool NeedsAssociateBones(CharacterPartCache characterPart) + { + if (characterPart == null) + return false; + + var skeleton = characterPart.skinningCache.character.skeleton; + + return characterPart.BoneCount == 0 || + (characterPart.BoneCount == 1 && characterPart.GetBone(0) == skeleton.GetBone(0)); + } + + private void GenerateWeights(MeshCache mesh) + { + Debug.Assert(mesh != null); + + m_SpriteMeshDataController.spriteMeshData = mesh; + m_SpriteMeshDataController.CalculateWeights(m_WeightGenerator, null, kWeightTolerance); + m_SpriteMeshDataController.SortTrianglesByDepth(); + } + + protected override void OnGUI() + { + m_MeshPreviewBehaviour.showWeightMap = m_GenerateGeometryPanel.generateWeights; + m_MeshPreviewBehaviour.overlaySelected = m_GenerateGeometryPanel.generateWeights; + + skeletonTool.skeletonStyle = SkeletonStyles.Default; + + if (m_GenerateGeometryPanel.generateWeights) + skeletonTool.skeletonStyle = SkeletonStyles.WeightMap; + + DoSkeletonGUI(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateGeometryTool.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateGeometryTool.cs.meta new file mode 100644 index 00000000..53eec373 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateGeometryTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 237f0a0a8eeab0d46873db954d4abded +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateWeightsTool.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateWeightsTool.cs new file mode 100644 index 00000000..0bd2bb53 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateWeightsTool.cs @@ -0,0 +1,147 @@ +using System; +using UnityEditor.U2D.Layout; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class GenerateWeightsTool : MeshToolWrapper + { + private const float kWeightTolerance = 0.01f; + private SpriteMeshDataController m_SpriteMeshDataController = new SpriteMeshDataController(); + private IWeightsGenerator m_WeightGenerator; + private GenerateWeightsPanel m_GenerateWeightsPanel; + + internal override void OnCreate() + { + m_WeightGenerator = new BoundedBiharmonicWeightsGenerator(); + } + + public override void Initialize(LayoutOverlay layout) + { + base.Initialize(layout); + + m_GenerateWeightsPanel = GenerateWeightsPanel.GenerateFromUXML(); + + layout.rightOverlay.Add(m_GenerateWeightsPanel); + + BindElements(); + m_GenerateWeightsPanel.SetHiddenFromLayout(true); + } + + private void BindElements() + { + Debug.Assert(m_GenerateWeightsPanel != null); + + m_GenerateWeightsPanel.onGenerateWeights += () => + { + HandleWeights(GenerateWeights, TextContent.generateWeights); + }; + + m_GenerateWeightsPanel.onNormalizeWeights += () => + { + HandleWeights(NormalizeWeights, TextContent.normalizeWeights); + }; + + m_GenerateWeightsPanel.onClearWeights += () => + { + HandleWeights(ClearWeights, TextContent.clearWeights); + }; + } + + protected override void OnActivate() + { + base.OnActivate(); + m_GenerateWeightsPanel.SetHiddenFromLayout(false); + skinningCache.events.skinningModeChanged.AddListener(OnModeChanged); + skinningCache.events.selectedSpriteChanged.AddListener(OnSpriteSelectionChanged); + m_GenerateWeightsPanel.Update(skinningCache.mode == SkinningMode.Character); + OnSpriteSelectionChanged(skinningCache.selectedSprite); + } + + protected override void OnDeactivate() + { + base.OnDeactivate(); + skinningCache.events.skinningModeChanged.RemoveListener(OnModeChanged); + skinningCache.events.selectedSpriteChanged.RemoveListener(OnSpriteSelectionChanged); + m_GenerateWeightsPanel.SetHiddenFromLayout(true); + } + + void OnModeChanged(SkinningMode mode) + { + m_GenerateWeightsPanel.Update(mode == SkinningMode.Character); + } + + void OnSpriteSelectionChanged(SpriteCache sprite) + { + m_GenerateWeightsPanel.generateButtonText = sprite != null ? TextContent.generate : TextContent.generateAll; + } + + private void HandleWeights(Action action, string undoName) + { + using (skinningCache.UndoScope(undoName)) + { + var selectedSprite = skinningCache.selectedSprite; + if (selectedSprite != null) + HandleWeightsForSprite(selectedSprite, action); + else + { + var sprites = skinningCache.GetSprites(); + + foreach (var sprite in sprites) + { + if (sprite.IsVisible()) + HandleWeightsForSprite(sprite, action); + } + } + } + } + + private void HandleWeightsForSprite(SpriteCache sprite, Action action) + { + Debug.Assert(sprite != null); + + using (new DefaultPoseScope(skinningCache.GetEffectiveSkeleton(sprite))) + { + action(sprite); + } + + skinningCache.events.meshChanged.Invoke(sprite.GetMesh()); + } + + private void GenerateWeights(SpriteCache sprite) + { + using (m_GenerateWeightsPanel.associateBones ? new AssociateBonesScope(sprite) : null) + { + m_SpriteMeshDataController.spriteMeshData = sprite.GetMesh(); + m_SpriteMeshDataController.CalculateWeights(m_WeightGenerator, skinningCache.vertexSelection, kWeightTolerance); + m_SpriteMeshDataController.SortTrianglesByDepth(); + } + } + + private void NormalizeWeights(SpriteCache sprite) + { + m_SpriteMeshDataController.spriteMeshData = sprite.GetMesh(); + m_SpriteMeshDataController.NormalizeWeights(skinningCache.vertexSelection); + m_SpriteMeshDataController.SortTrianglesByDepth(); + } + + private void ClearWeights(SpriteCache sprite) + { + m_SpriteMeshDataController.spriteMeshData = sprite.GetMesh(); + m_SpriteMeshDataController.ClearWeights(skinningCache.vertexSelection); + } + + protected override void OnGUI() + { + m_MeshPreviewBehaviour.showWeightMap = true; + m_MeshPreviewBehaviour.overlaySelected = true; + skeletonMode = SkeletonMode.EditPose; + meshMode = SpriteMeshViewMode.EditGeometry; + disableMeshEditor = true; + skeletonTool.skeletonStyle = SkeletonStyles.WeightMap; + + DoSkeletonGUI(); + DoMeshGUI(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateWeightsTool.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateWeightsTool.cs.meta new file mode 100644 index 00000000..158c516a --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/GenerateWeightsTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 497003cbd9cf35349bb7a01db4d94b26 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/HorizontalToggleTools.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/HorizontalToggleTools.cs new file mode 100644 index 00000000..cad4a6f7 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/HorizontalToggleTools.cs @@ -0,0 +1,166 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class HorizontalToggleTools + { + private static class Styles + { + public static GUIContent visibilityCollapseIcon = new GUIContent(IconUtility.LoadIconResource("Visibility_Tool", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.visibilityIconTooltip)); + public static GUIContent visibilityIcon = new GUIContent(L10n.Tr(TextContent.visibilityIconText), IconUtility.LoadIconResource("Visibility_Tool", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.visibilityIconTooltip)); + public static GUIContent characterCollapseIcon = new GUIContent(IconUtility.LoadIconResource("character_Mode", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.restorePose)); + public static GUIContent characterIcon = new GUIContent(L10n.Tr(TextContent.characterIconText), IconUtility.LoadIconResource("character_Mode", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.restorePose)); + public static GUIContent spriteSheetIcon = new GUIContent(L10n.Tr(TextContent.spriteSheetIconText), IconUtility.LoadIconResource("Sprite_Mode", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.spriteSheetIconTooltip)); + public static GUIContent spriteSheetCollapseIcon = new GUIContent(IconUtility.LoadIconResource("Sprite_Mode", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.spriteSheetIconTooltip)); + public static GUIContent copyIcon = new GUIContent(L10n.Tr(TextContent.copyText), IconUtility.LoadIconResource("Copy", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.copyTooltip)); + public static GUIContent copyCollapseIcon = new GUIContent(IconUtility.LoadIconResource("Copy", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.copyTooltip)); + public static GUIContent pasteIcon = new GUIContent(L10n.Tr(TextContent.pasteText), IconUtility.LoadIconResource("Paste", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.pasteTooltip)); + public static GUIContent pasteCollapseIcon = new GUIContent(IconUtility.LoadIconResource("Paste", IconUtility.k_LightIconResourcePath, IconUtility.k_DarkIconResourcePath), L10n.Tr(TextContent.pasteTooltip)); + } + + private SkinningCache skinningCache { get; set; } + + private CopyTool copyTool + { + get { return skinningCache.GetTool(Tools.CopyPaste) as CopyTool; } + } + + private VisibilityTool visibilityTool + { + get { return skinningCache.GetTool(Tools.Visibility) as VisibilityTool; } + } + + private SwitchModeTool switchmodeTool + { + get { return skinningCache.GetTool(Tools.SwitchMode) as SwitchModeTool; } + } + + private GUIContent spriteSheetIcon + { + get { return collapseToolbar ? Styles.spriteSheetCollapseIcon : Styles.spriteSheetIcon; } + } + + private GUIContent copyIcon + { + get { return collapseToolbar ? Styles.copyCollapseIcon : Styles.copyIcon; } + } + private GUIContent pasteIcon + { + get { return collapseToolbar ? Styles.pasteCollapseIcon : Styles.pasteIcon; } + } + + internal Action onActivateTool = (b) => {}; + private BaseTool m_PreviousTool; + + public bool collapseToolbar { get; set; } + + internal HorizontalToggleTools(SkinningCache s) + { + skinningCache = s; + } + + internal void DoGUI(Rect drawArea, BaseTool currentTool, bool isDisabled) + { + using (new EditorGUI.DisabledScope(isDisabled)) + { + GUILayout.BeginArea(drawArea); + EditorGUILayout.BeginHorizontal(); + + DoPreviewToggle(); + DoModeToggle(); + DoCopyToggle(currentTool); + GUILayout.FlexibleSpace(); + DoVisibilityToggle(currentTool); + + EditorGUILayout.EndHorizontal(); + GUILayout.EndArea(); + } + } + + private void StorePreviousTool(BaseTool currentTool) + { + if(currentTool != copyTool && currentTool != visibilityTool) + m_PreviousTool = currentTool; + } + + private void DoModeToggle() + { + if (skinningCache.hasCharacter) + { + EditorGUI.BeginChangeCheck(); + var isActive = GUILayout.Toggle(switchmodeTool.isActive , spriteSheetIcon, EditorStyles.toolbarButton); + if (EditorGUI.EndChangeCheck()) + { + using (skinningCache.UndoScope(TextContent.setMode)) + { + if (isActive) + switchmodeTool.Activate(); + else + switchmodeTool.Deactivate(); + } + } + } + } + + private void DoCopyToggle(BaseTool currentTool) + { + if (GUILayout.Button(copyIcon, EditorStyles.toolbarButton)) + { + copyTool.OnCopyActivated(); + } + EditorGUI.BeginChangeCheck(); + GUILayout.Toggle(copyTool.isActive, pasteIcon, EditorStyles.toolbarButton); + if (EditorGUI.EndChangeCheck()) + TogglePasteTool(currentTool); + } + + internal void TogglePasteTool(BaseTool currentTool) + { + if (!copyTool.isActive) + { + onActivateTool(copyTool); + StorePreviousTool(currentTool); + } + else if (m_PreviousTool != null) + { + onActivateTool(m_PreviousTool); + } + } + + void DoVisibilityToggle(BaseTool currentTool) + { + EditorGUI.BeginChangeCheck(); + GUILayout.Toggle(visibilityTool.isActive, visbilityIcon, EditorStyles.toolbarButton); + if (EditorGUI.EndChangeCheck()) + ToggleVisibilityTool(currentTool); + } + + GUIContent visbilityIcon { get { return collapseToolbar ? Styles.visibilityCollapseIcon : Styles.visibilityIcon; } } + + internal void ToggleVisibilityTool(BaseTool currentTool) + { + onActivateTool(visibilityTool); + } + + private void DoPreviewToggle() + { + var skeleton = skinningCache.GetEffectiveSkeleton(skinningCache.selectedSprite); + + EditorGUI.BeginDisabledGroup(skeleton == null || skeleton.isPosePreview == false); + EditorGUI.BeginChangeCheck(); + GUILayout.Button(characterIcon, EditorStyles.toolbarButton); + if (EditorGUI.EndChangeCheck()) + { + using (skinningCache.UndoScope("Restore Pose")) + { + skinningCache.RestoreBindPose(); + skinningCache.events.restoreBindPose.Invoke(); + } + } + EditorGUI.EndDisabledGroup(); + } + + GUIContent characterIcon { get { return collapseToolbar ? Styles.characterCollapseIcon : Styles.characterIcon; } } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/HorizontalToggleTools.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/HorizontalToggleTools.cs.meta new file mode 100644 index 00000000..3a9e2758 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/HorizontalToggleTools.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 28c640dd2a903f0498148ed21c25a97f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI.meta new file mode 100644 index 00000000..f8d3aabd --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9b92febd89128554b8579633a112c844 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Brush.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Brush.cs new file mode 100644 index 00000000..d371aa7f --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Brush.cs @@ -0,0 +1,127 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class Brush + { + private static readonly float kWheelSizeSpeed = 1f; + private static readonly int kBrushHashCode = "Brush".GetHashCode(); + private IGUIWrapper m_GUIWrapper; + private float m_DeltaAcc = 0f; + private int m_ControlID = -1; + private SliderData m_SliderData = SliderData.zero; + + public event Action onMove = (b) => {}; + public event Action onSize = (b) => {}; + public event Action onRepaint = (b) => {}; + public event Action onStrokeBegin = (b) => {}; + public event Action onStrokeDelta = (b) => {}; + public event Action onStrokeStep = (b) => {}; + public event Action onStrokeEnd = (b) => {}; + + public bool isHot + { + get { return m_GUIWrapper.IsControlHot(m_ControlID); } + } + public bool isActivable + { + get { return m_GUIWrapper.IsControlHot(0) && m_GUIWrapper.IsControlNearest(m_ControlID); } + } + + public int controlID + { + get { return m_ControlID; } + } + + public float hardness { get; set; } + public float step { get; set; } + public float size { get; set; } + public Vector3 position + { + get { return m_SliderData.position; } + } + + public Brush(IGUIWrapper guiWrapper) + { + m_GUIWrapper = guiWrapper; + size = 25f; + step = 20f; + } + + public void OnGUI() + { + m_ControlID = m_GUIWrapper.GetControlID(kBrushHashCode, FocusType.Passive); + + var eventType = m_GUIWrapper.eventType; + + if (!m_GUIWrapper.isAltDown) + m_GUIWrapper.LayoutControl(controlID, 0f); + + if (isActivable) + { + m_SliderData.position = m_GUIWrapper.GUIToWorld(m_GUIWrapper.mousePosition); + + if (m_GUIWrapper.IsMouseDown(0)) + { + m_DeltaAcc = 0f; + onStrokeBegin(this); + onStrokeStep(this); + m_GUIWrapper.SetGuiChanged(true); + } + + if (eventType == EventType.MouseMove) + { + onMove(this); + m_GUIWrapper.UseCurrentEvent(); + } + + if (m_GUIWrapper.isShiftDown && eventType == EventType.ScrollWheel) + { + var sizeDelta = HandleUtility.niceMouseDeltaZoom * kWheelSizeSpeed; + size = Mathf.Max(1f, size + sizeDelta); + onSize(this); + m_GUIWrapper.UseCurrentEvent(); + } + } + + if (isHot && m_GUIWrapper.IsMouseUp(0)) + onStrokeEnd(this); + + if (m_GUIWrapper.IsRepainting() && (isHot || isActivable)) + onRepaint(this); + + Vector3 position; + if (m_GUIWrapper.DoSlider(m_ControlID, m_SliderData, out position)) + { + step = Mathf.Max(step, 1f); + + var delta = position - m_SliderData.position; + var direction = delta.normalized; + var magnitude = delta.magnitude; + + m_SliderData.position -= direction * m_DeltaAcc; + + m_DeltaAcc += magnitude; + + if (m_DeltaAcc >= step) + { + var stepVector = direction * step; + + while (m_DeltaAcc >= step) + { + m_SliderData.position += stepVector; + + onMove(this); + onStrokeStep(this); + + m_DeltaAcc -= step; + } + } + + m_SliderData.position = position; + onStrokeDelta(this); + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Brush.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Brush.cs.meta new file mode 100644 index 00000000..b80f5a69 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Brush.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 06c115e22e25aad4e9a720594b10fa29 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/GUIWrapper.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/GUIWrapper.cs new file mode 100644 index 00000000..7d998ecf --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/GUIWrapper.cs @@ -0,0 +1,230 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal struct SliderData + { + public Vector3 position; + public Vector3 forward; + public Vector3 up; + public Vector3 right; + + public static readonly SliderData zero = new SliderData() { position = Vector3.zero, forward = Vector3.forward, up = Vector3.up, right = Vector3.right }; + } + + internal interface IGUIWrapper + { + Vector2 mousePosition { get; } + int mouseButton { get; } + int clickCount { get; } + bool isShiftDown { get; } + bool isAltDown { get; } + bool isActionKeyDown { get; } + EventType eventType { get; } + string commandName { get; } + bool IsMouseDown(int button); + bool IsMouseUp(int button); + bool IsKeyDown(KeyCode keyCode); + int GetControlID(int hint, FocusType focusType); + void LayoutControl(int controlID, float distance); + bool IsControlNearest(int controlID); + bool IsControlHot(int controlID); + bool IsMultiStepControlHot(int controlID); + void SetControlHot(int controlID); + void SetMultiStepControlHot(int controlID); + bool DoSlider(int id, SliderData sliderData, out Vector3 newPosition); + void UseCurrentEvent(); + float DistanceToSegment(Vector3 p1, Vector3 p2); + float DistanceToSegmentClamp(Vector3 p1, Vector3 p2); + float DistanceToCircle(Vector3 center, float radius); + Vector3 GUIToWorld(Vector2 guiPosition); + Vector3 GUIToWorld(Vector2 guiPosition, Vector3 planeNormal, Vector3 planePosition); + void Repaint(); + bool IsRepainting(); + bool IsEventOutsideWindow(); + void SetGuiChanged(bool changed); + float GetHandleSize(Vector3 position); + bool IsViewToolActive(); + bool HasCurrentCamera(); + } + + internal class GUIWrapper : IGUIWrapper + { + private Handles.CapFunction nullCap = (int c, Vector3 p , Quaternion r, float s, EventType ev) => {}; + private int m_MultiStepHotControl = 0; + + public Vector2 mousePosition + { + get { return Event.current.mousePosition; } + } + + public int mouseButton + { + get { return Event.current.button; } + } + + public int clickCount + { + get { return Event.current.clickCount; } + } + + public bool isShiftDown + { + get { return Event.current.shift; } + } + + public bool isAltDown + { + get { return Event.current.alt; } + } + + public bool isActionKeyDown + { + get { return EditorGUI.actionKey; } + } + + public EventType eventType + { + get { return Event.current.type; } + } + + public string commandName + { + get { return Event.current.commandName; } + } + + public bool IsMouseDown(int button) + { + return Event.current.type == EventType.MouseDown && Event.current.button == button; + } + + public bool IsMouseUp(int button) + { + return Event.current.type == EventType.MouseUp && Event.current.button == button; + } + + public bool IsKeyDown(KeyCode keyCode) + { + return Event.current.type == EventType.KeyDown && Event.current.keyCode == keyCode; + } + + public int GetControlID(int hint, FocusType focusType) + { + return GUIUtility.GetControlID(hint, focusType); + } + + public void LayoutControl(int controlID, float distance) + { + if (Event.current.type == EventType.Layout) + HandleUtility.AddControl(controlID, distance); + } + + public bool IsControlNearest(int controlID) + { + return HandleUtility.nearestControl == controlID; + } + + public bool IsControlHot(int controlID) + { + return GUIUtility.hotControl == controlID; + } + + public bool IsMultiStepControlHot(int controlID) + { + return m_MultiStepHotControl == controlID; + } + + public void SetControlHot(int controlID) + { + GUIUtility.hotControl = controlID; + } + + public void SetMultiStepControlHot(int controlID) + { + m_MultiStepHotControl = controlID; + } + + public bool DoSlider(int id, SliderData sliderData, out Vector3 newPosition) + { + EditorGUI.BeginChangeCheck(); + + if (HasCurrentCamera()) + newPosition = Handles.Slider2D(id, sliderData.position, sliderData.forward, sliderData.right, sliderData.up, 1f, nullCap, Vector2.zero); + else + newPosition = Slider2D.Do(id, sliderData.position, null); + + return EditorGUI.EndChangeCheck(); + } + + public void UseCurrentEvent() + { + Event.current.Use(); + } + + public float DistanceToSegment(Vector3 p1, Vector3 p2) + { + p1 = HandleUtility.WorldToGUIPoint(p1); + p2 = HandleUtility.WorldToGUIPoint(p2); + + return HandleUtility.DistancePointToLineSegment(mousePosition, p1, p2); + } + + public float DistanceToSegmentClamp(Vector3 p1, Vector3 p2) + { + p1 = HandleUtility.WorldToGUIPoint(p1); + p2 = HandleUtility.WorldToGUIPoint(p2); + + return MathUtility.DistanceToSegmentClamp(mousePosition, p1, p2); + } + + public float DistanceToCircle(Vector3 center, float radius) + { + return HandleUtility.DistanceToCircle(center, radius); + } + + public Vector3 GUIToWorld(Vector2 guiPosition) + { + return ModuleUtility.GUIToWorld(guiPosition); + } + + public Vector3 GUIToWorld(Vector2 guiPosition, Vector3 planeNormal, Vector3 planePosition) + { + return ModuleUtility.GUIToWorld(guiPosition, planeNormal, planePosition); + } + + public void Repaint() + { + HandleUtility.Repaint(); + } + + public bool IsRepainting() + { + return eventType == EventType.Repaint; + } + + public void SetGuiChanged(bool changed) + { + GUI.changed = true; + } + + public bool IsEventOutsideWindow() + { + return Event.current.type == EventType.Ignore; + } + + public float GetHandleSize(Vector3 position) + { + return HandleUtility.GetHandleSize(position); + } + + public bool IsViewToolActive() + { + return UnityEditor.Tools.current == Tool.View || isAltDown || mouseButton == 1 || mouseButton == 2; + } + + public bool HasCurrentCamera() + { + return Camera.current != null; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/GUIWrapper.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/GUIWrapper.cs.meta new file mode 100644 index 00000000..fc0bb3aa --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/GUIWrapper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 71855e9e46fcdd7408882b24732e4808 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISkeletonView.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISkeletonView.cs new file mode 100644 index 00000000..1c4096bf --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISkeletonView.cs @@ -0,0 +1,67 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal enum SkeletonAction + { + None = 0, + Select = 1 << 0, + RotateBone = 1 << 2, + MoveBone = 1 << 3, + FreeMoveBone = 1 << 4, + MoveEndPosition = 1 << 5, + MoveJoint = 1 << 6, + ChangeLength = 1 << 7, + CreateBone = 1 << 8, + SplitBone = 1 << 9, + Remove = 1 << 10, + } + + internal enum SkeletonMode + { + Disabled = SkeletonAction.None, + Selection = SkeletonAction.Select, + EditPose = Selection | SkeletonAction.RotateBone | SkeletonAction.MoveBone, + EditJoints = Selection | SkeletonAction.FreeMoveBone | SkeletonAction.MoveEndPosition | SkeletonAction.MoveJoint | SkeletonAction.Remove, + CreateBone = Selection | SkeletonAction.MoveJoint | SkeletonAction.Remove | SkeletonAction.CreateBone, + SplitBone = Selection | SkeletonAction.MoveEndPosition | SkeletonAction.MoveJoint | SkeletonAction.Remove | SkeletonAction.SplitBone, + } + + internal interface ISkeletonView + { + int InvalidID { get; set; } + SkeletonMode mode { get; set; } + int defaultControlID { get; set; } + int hoveredBoneID { get; } + int hoveredJointID { get; } + int hoveredBodyID { get; } + int hoveredTailID { get; } + int hotBoneID { get; } + void BeginLayout(); + void EndLayout(); + bool CanLayout(); + Vector3 GetMouseWorldPosition(Vector3 planeNormal, Vector3 planePosition); + void LayoutBone(int id, Vector3 position, Vector3 endPosition, Vector3 forward, Vector3 up, Vector3 right, bool isChainEnd); + bool DoSelectBone(out int id, out bool additive); + bool DoRotateBone(Vector3 pivot, Vector3 normal, out float deltaAngle); + bool DoMoveBone(out Vector3 deltaPosition); + bool DoFreeMoveBone(out Vector3 deltaPosition); + bool DoMoveJoint(out Vector3 deltaPosition); + bool DoMoveEndPosition(out Vector3 endPosition); + bool DoChangeLength(out Vector3 endPosition); + bool DoCreateBoneStart(out Vector3 position); + bool DoCreateBone(out Vector3 position); + bool DoSplitBone(out int id, out Vector3 position); + bool DoRemoveBone(); + bool DoCancelMultistepAction(bool force); + bool IsActionActive(SkeletonAction action); + bool IsActionHot(SkeletonAction action); + bool IsActionTriggering(SkeletonAction action); + bool IsActionFinishing(SkeletonAction action); + bool IsRepainting(); + void DrawBone(Vector3 position, Vector3 right, Vector3 forward, float length, Color color, bool isChained, bool isSelected, bool isJointHovered, bool isTailHovered, bool isHot); + void DrawBoneParentLink(Vector3 parentPosition, Vector3 position, Vector3 forward, Color color); + void DrawBoneOutline(Vector3 position, Vector3 right, Vector3 forward, float length, Color color, float outlineScale); + void DrawCursors(bool canBeActive); + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISkeletonView.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISkeletonView.cs.meta new file mode 100644 index 00000000..febdb8b9 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISkeletonView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 87771fd0f1d988d478a8f45923440eb8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs new file mode 100644 index 00000000..27775b4e --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs @@ -0,0 +1,66 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal enum SpriteMeshViewMode + { + EditGeometry, + CreateVertex, + CreateEdge, + SplitEdge + } + + internal enum MeshEditorAction + { + None, + CreateVertex, + MoveVertex, + CreateEdge, + SplitEdge, + MoveEdge, + SelectVertex, + SelectEdge, + Remove + } + + internal interface ISpriteMeshView + { + SpriteMeshViewMode mode { get; set; } + ISelection selection { get; set; } + int defaultControlID { get; set; } + Rect frame { get; set; } + Vector2 mouseWorldPosition { get; } + int hoveredVertex { get; } + int hoveredEdge { get; } + int closestEdge { get; } + + void CancelMode(); + void BeginLayout(); + void EndLayout(); + void LayoutVertex(Vector2 position, int index); + void LayoutEdge(Vector2 startPosition, Vector2 endPosition, int index); + bool DoCreateVertex(); + bool DoSelectVertex(out bool additive); + bool DoMoveVertex(out Vector2 delta); + bool DoMoveEdge(out Vector2 delta); + bool DoCreateEdge(); + bool DoSplitEdge(); + bool DoSelectEdge(out bool additive); + bool DoRemove(); + void DrawVertex(Vector2 position); + void DrawVertexHovered(Vector2 position); + void DrawVertexSelected(Vector2 position); + void BeginDrawEdges(); + void EndDrawEdges(); + void DrawEdge(Vector2 startPosition, Vector2 endPosition); + void DrawEdgeHovered(Vector2 startPosition, Vector2 endPosition); + void DrawEdgeSelected(Vector2 startPosition, Vector2 endPosition); + bool IsActionTriggered(MeshEditorAction action); + bool IsActionActive(MeshEditorAction action); + bool IsActionHot(MeshEditorAction action); + Vector2 WorldToScreen(Vector2 position); + void DoRepaint(); + bool CanRepaint(); + bool CanLayout(); + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs.meta new file mode 100644 index 00000000..89f4952e --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/ISpriteMeshView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 015d7144666ec57449ae83559d3e26c6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSelectionTool.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSelectionTool.cs new file mode 100644 index 00000000..bbe88c8b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSelectionTool.cs @@ -0,0 +1,70 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class RectSelectionTool + { + private int m_HashCode = "RectSelectionTool".GetHashCode(); + private int m_ControlID = -1; + private bool m_Moved = false; + private RectSlider m_RectSlider = new RectSlider(); + public int controlID { get { return m_ControlID; } } + public IRectSelector rectSelector { get; set; } + public ICacheUndo cacheUndo { get; set; } + public Action onSelectionStart = () => {}; + public Action onSelectionUpdate = () => {}; + public Action onSelectionEnd = () => {}; + + public void OnGUI() + { + Debug.Assert(rectSelector != null); + Debug.Assert(cacheUndo != null); + + m_ControlID = GUIUtility.GetControlID(m_HashCode, FocusType.Passive); + + Event ev = Event.current; + EventType eventType = ev.GetTypeForControl(m_ControlID); + + if (GUIUtility.hotControl == 0 && HandleUtility.nearestControl == m_ControlID && + rectSelector.selection.Count > 0 && eventType == EventType.MouseDown && ev.button == 0 && !ev.alt) + { + m_Moved = false; + onSelectionStart(); + } + + if (m_Moved && GUIUtility.hotControl == m_ControlID && eventType == EventType.MouseUp && ev.button == 0) + { + cacheUndo.BeginUndoOperation(TextContent.selection); + rectSelector.selection.EndSelection(true); + onSelectionEnd(); + } + + EditorGUI.BeginChangeCheck(); + + rectSelector.rect = m_RectSlider.Do(m_ControlID); + + if (EditorGUI.EndChangeCheck()) + { + if(!m_Moved) + { + cacheUndo.BeginUndoOperation(TextContent.selection); + + if(!ev.shift) + rectSelector.selection.Clear(); + + m_Moved = true; + } + + rectSelector.selection.BeginSelection(); + rectSelector.Select(); + onSelectionUpdate(); + } + + if (eventType == EventType.Repaint && GUIUtility.hotControl == m_ControlID) + { + DrawingUtility.DrawRect(rectSelector.rect, Vector3.zero, Quaternion.identity, new Color(0f, 1f, 1f, 1f), 0.05f, 0.8f); + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSelectionTool.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSelectionTool.cs.meta new file mode 100644 index 00000000..2f8fc9a8 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSelectionTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7b6edb0347e814797aa9c181f8e5918f +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSlider.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSlider.cs new file mode 100644 index 00000000..19829064 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSlider.cs @@ -0,0 +1,38 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class RectSlider + { + private static readonly int kRectSliderHashCode = "RectSlider".GetHashCode(); + private Vector2 m_StartPosition = Vector2.zero; + private Vector2 m_Position = Vector2.zero; + + internal Rect Do() + { + return Do(GUIUtility.GetControlID(kRectSliderHashCode, FocusType.Passive)); + } + + internal Rect Do(int controlID) + { + var eventType = Event.current.GetTypeForControl(controlID); + + if (eventType == EventType.MouseDown) + { + m_StartPosition = ModuleUtility.GUIToWorld(Event.current.mousePosition); + m_Position = m_StartPosition; + } + + if (eventType == EventType.Layout) + HandleUtility.AddDefaultControl(controlID); + + m_Position = Slider2D.Do(controlID, m_Position); + + var rect = new Rect(); + rect.min = m_StartPosition; + rect.max = m_Position; + + return rect; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSlider.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSlider.cs.meta new file mode 100644 index 00000000..eda39e55 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/RectSlider.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ea09cf179b192498284b7d89afdbff8a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonController.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonController.cs new file mode 100644 index 00000000..53b97521 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonController.cs @@ -0,0 +1,644 @@ +using System; +using System.Collections.Generic; +using System.Text.RegularExpressions; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + [Serializable] + internal class SkeletonController + { + private static readonly string k_DefaultRootName = "root"; + private static readonly string k_DefaultBoneName = "bone"; + private static Regex s_Regex = new Regex(@"\w+_\d+$", RegexOptions.IgnoreCase); + + private SkeletonCache m_Skeleton; + [SerializeField] + private Vector3 m_CreateBoneStartPosition; + [SerializeField] + private BoneCache m_PrevCreatedBone; + private bool m_Moved = false; + private ISkeletonStyle style + { + get + { + if (styleOverride != null) + return styleOverride; + + return SkeletonStyles.Default; + } + } + private SkinningCache skinningCache + { + get { return m_Skeleton.skinningCache; } + } + private BoneCache selectedBone + { + get { return selection.activeElement.ToSpriteSheetIfNeeded(); } + set { selection.activeElement = value.ToCharacterIfNeeded(); } + } + private BoneCache[] selectedBones + { + get { return selection.elements.ToSpriteSheetIfNeeded(); } + set { selection.elements = value.ToCharacterIfNeeded(); } + } + private BoneCache rootBone + { + get { return selection.root.ToSpriteSheetIfNeeded(); } + } + private BoneCache[] rootBones + { + get { return selection.roots.ToSpriteSheetIfNeeded(); } + } + + public ISkeletonView view { get; set; } + public ISkeletonStyle styleOverride { get; set; } + public IBoneSelection selection { get; set; } + public bool editBindPose { get; set; } + public SkeletonCache skeleton + { + get { return m_Skeleton; } + set { SetSkeleton(value); } + } + public BoneCache hoveredBone + { + get { return GetBone(view.hoveredBoneID); } + } + public BoneCache hoveredTail + { + get { return GetBone(view.hoveredTailID); } + } + public BoneCache hoveredBody + { + get { return GetBone(view.hoveredBodyID); } + } + public BoneCache hoveredJoint + { + get { return GetBone(view.hoveredJointID); } + } + public BoneCache hotBone + { + get { return GetBone(view.hotBoneID); } + } + + private BoneCache GetBone(int instanceID) + { + return BaseObject.InstanceIDToObject(instanceID) as BoneCache; + } + + private void SetSkeleton(SkeletonCache newSkeleton) + { + if (skeleton != newSkeleton) + { + m_Skeleton = newSkeleton; + Reset(); + } + } + + public void Reset() + { + view.DoCancelMultistepAction(true); + } + + public void OnGUI() + { + if (skeleton == null) + return; + + view.BeginLayout(); + + if (view.CanLayout()) + LayoutBones(); + + view.EndLayout(); + + HandleSelectBone(); + HandleRotateBone(); + HandleMoveBone(); + HandleFreeMoveBone(); + HandleMoveJoint(); + HandleMoveEndPosition(); + HandleChangeLength(); + HandleCreateBone(); + HandleSplitBone(); + HandleRemoveBone(); + HandleCancelMultiStepAction(); + DrawSkeleton(); + DrawSplitBonePreview(); + DrawCreateBonePreview(); + DrawCursors(); + } + + private void LayoutBones() + { + for (var i = 0; i < skeleton.BoneCount; ++i) + { + var bone = skeleton.GetBone(i); + + if (bone.isVisible && bone != hotBone) + view.LayoutBone(bone.GetInstanceID(), bone.position, bone.endPosition, bone.forward, bone.up, bone.right, bone.chainedChild == null); + } + } + + private void HandleSelectBone() + { + int instanceID; + bool additive; + if (view.DoSelectBone(out instanceID, out additive)) + { + var bone = GetBone(instanceID).ToCharacterIfNeeded(); + + using (skinningCache.UndoScope(TextContent.boneSelection, true)) + { + if (!additive) + { + if (!selection.Contains(bone)) + selectedBone = bone; + } + else + selection.Select(bone, !selection.Contains(bone)); + + skinningCache.events.boneSelectionChanged.Invoke(); + } + } + } + + private void HandleRotateBone() + { + if (view.IsActionTriggering(SkeletonAction.RotateBone)) + m_Moved = false; + + var pivot = hoveredBone; + + if (view.IsActionHot(SkeletonAction.RotateBone)) + pivot = hotBone; + + if (pivot == null) + return; + + var rootBones = selection.roots.ToSpriteSheetIfNeeded(); + pivot = pivot.FindRoot(rootBones); + + if (pivot == null) + return; + + float deltaAngle; + if (view.DoRotateBone(pivot.position, pivot.forward, out deltaAngle)) + { + if (!m_Moved) + { + skinningCache.BeginUndoOperation(TextContent.rotateBone); + m_Moved = true; + } + + m_Skeleton.RotateBones(selectedBones, deltaAngle); + InvokePoseChanged(); + } + } + + private void HandleMoveBone() + { + if (view.IsActionTriggering(SkeletonAction.MoveBone)) + m_Moved = false; + + Vector3 deltaPosition; + if (view.DoMoveBone(out deltaPosition)) + { + if (!m_Moved) + { + skinningCache.BeginUndoOperation(TextContent.moveBone); + m_Moved = true; + } + + m_Skeleton.MoveBones(rootBones, deltaPosition); + InvokePoseChanged(); + } + } + + private void HandleFreeMoveBone() + { + if (view.IsActionTriggering(SkeletonAction.FreeMoveBone)) + m_Moved = false; + + Vector3 deltaPosition; + if (view.DoFreeMoveBone(out deltaPosition)) + { + if (!m_Moved) + { + skinningCache.BeginUndoOperation(TextContent.freeMoveBone); + m_Moved = true; + } + + m_Skeleton.FreeMoveBones(selectedBones, deltaPosition); + InvokePoseChanged(); + } + } + + private void HandleMoveJoint() + { + if (view.IsActionTriggering(SkeletonAction.MoveJoint)) + m_Moved = false; + + if (view.IsActionFinishing(SkeletonAction.MoveJoint)) + { + if (hoveredTail != null && hoveredTail.chainedChild == null && hotBone.parent == hoveredTail) + hoveredTail.chainedChild = hotBone; + } + + Vector3 deltaPosition; + if (view.DoMoveJoint(out deltaPosition)) + { + if (!m_Moved) + { + skinningCache.BeginUndoOperation(TextContent.moveJoint); + m_Moved = true; + } + + //Snap to parent endPosition + if (hoveredTail != null && hoveredTail.chainedChild == null && hotBone.parent == hoveredTail) + deltaPosition = hoveredTail.endPosition - hotBone.position; + + m_Skeleton.MoveJoints(selectedBones, deltaPosition); + InvokePoseChanged(); + } + } + + private void HandleMoveEndPosition() + { + if (view.IsActionTriggering(SkeletonAction.MoveEndPosition)) + m_Moved = false; + + if (view.IsActionFinishing(SkeletonAction.MoveEndPosition)) + { + if (hoveredJoint != null && hoveredJoint.parent == hotBone) + hotBone.chainedChild = hoveredJoint; + } + + Vector3 endPosition; + if (view.DoMoveEndPosition(out endPosition)) + { + if (!m_Moved) + { + skinningCache.BeginUndoOperation(TextContent.moveEndPoint); + m_Moved = true; + } + + Debug.Assert(hotBone != null); + Debug.Assert(hotBone.chainedChild == null); + + if (hoveredJoint != null && hoveredJoint.parent == hotBone) + endPosition = hoveredJoint.position; + + m_Skeleton.SetEndPosition(hotBone, endPosition); + InvokePoseChanged(); + } + } + + private void HandleChangeLength() + { + if (view.IsActionTriggering(SkeletonAction.ChangeLength)) + m_Moved = false; + + Vector3 endPosition; + if (view.DoChangeLength(out endPosition)) + { + if (!m_Moved) + { + skinningCache.BeginUndoOperation(TextContent.boneLength); + m_Moved = true; + } + + Debug.Assert(hotBone != null); + + var direction = (Vector3)endPosition - hotBone.position; + hotBone.length = Vector3.Dot(direction, hotBone.right); + + InvokePoseChanged(); + } + } + + private void HandleCreateBone() + { + Vector3 position; + if (view.DoCreateBoneStart(out position)) + { + m_PrevCreatedBone = null; + + if (hoveredTail != null) + { + m_PrevCreatedBone = hoveredTail; + m_CreateBoneStartPosition = hoveredTail.endPosition; + } + else + { + m_CreateBoneStartPosition = position; + } + } + + if (view.DoCreateBone(out position)) + { + using (skinningCache.UndoScope(TextContent.createBone)) + { + var isChained = m_PrevCreatedBone != null; + var parentBone = isChained ? m_PrevCreatedBone : rootBone; + + if (isChained) + m_CreateBoneStartPosition = m_PrevCreatedBone.endPosition; + + var name = AutoBoneName(parentBone, skeleton.bones); + var bone = m_Skeleton.CreateBone(parentBone, m_CreateBoneStartPosition, position, isChained, name); + + m_PrevCreatedBone = bone; + m_CreateBoneStartPosition = bone.endPosition; + + InvokeTopologyChanged(); + InvokePoseChanged(); + } + } + } + + private void HandleSplitBone() + { + int instanceID; + Vector3 position; + if (view.DoSplitBone(out instanceID, out position)) + { + using (skinningCache.UndoScope(TextContent.splitBone)) + { + var boneToSplit = GetBone(instanceID); + + Debug.Assert(boneToSplit != null); + + var splitLength = Vector3.Dot(hoveredBone.right, position - boneToSplit.position); + var name = AutoBoneName(boneToSplit, skeleton.bones); + + m_Skeleton.SplitBone(boneToSplit, splitLength, name); + + InvokeTopologyChanged(); + InvokePoseChanged(); + } + } + } + + private void HandleRemoveBone() + { + if (view.DoRemoveBone()) + { + using (skinningCache.UndoScope(TextContent.removeBone)) + { + m_Skeleton.DestroyBones(selectedBones); + + selection.Clear(); + skinningCache.events.boneSelectionChanged.Invoke(); + InvokeTopologyChanged(); + InvokePoseChanged(); + } + } + } + + private void HandleCancelMultiStepAction() + { + if (view.DoCancelMultistepAction(false)) + m_PrevCreatedBone = null; + } + + private void DrawSkeleton() + { + if (!view.IsRepainting()) + return; + + bool isNotOnVisualElement = !skinningCache.IsOnVisualElement(); + + if (view.IsActionActive(SkeletonAction.CreateBone) || view.IsActionHot(SkeletonAction.CreateBone)) + { + if (isNotOnVisualElement) + { + var endPoint = view.GetMouseWorldPosition(Vector3.forward, Vector3.zero); + + if (view.IsActionHot(SkeletonAction.CreateBone)) + endPoint = m_CreateBoneStartPosition; + + if (m_PrevCreatedBone == null && hoveredTail == null) + { + var root = rootBone; + if (root != null) + view.DrawBoneParentLink(root.position, endPoint, Vector3.forward, style.GetParentLinkPreviewColor(skeleton.BoneCount)); + } + } + } + + for (var i = 0; i < skeleton.BoneCount; ++i) + { + var bone = skeleton.GetBone(i); + + if (bone.isVisible == false || bone.parentBone == null || bone.parentBone.chainedChild == bone) + continue; + + view.DrawBoneParentLink(bone.parent.position, bone.position, Vector3.forward, style.GetParentLinkColor(bone)); + } + + for (var i = 0; i < skeleton.BoneCount; ++i) + { + var bone = skeleton.GetBone(i); + + if ((view.IsActionActive(SkeletonAction.SplitBone) && hoveredBone == bone && isNotOnVisualElement) || bone.isVisible == false) + continue; + + var isSelected = selection.Contains(bone.ToCharacterIfNeeded()); + var isHovered = hoveredBody == bone && view.IsActionHot(SkeletonAction.None) && isNotOnVisualElement; + + DrawBoneOutline(bone, style.GetOutlineColor(bone, isSelected, isHovered), style.GetOutlineScale(isSelected)); + } + + for (var i = 0; i < skeleton.BoneCount; ++i) + { + var bone = skeleton.GetBone(i); + + if ((view.IsActionActive(SkeletonAction.SplitBone) && hoveredBone == bone && isNotOnVisualElement) || bone.isVisible == false) + continue; + + DrawBone(bone, style.GetColor(bone)); + } + } + + private void DrawBone(BoneCache bone, Color color) + { + var isSelected = selection.Contains(bone.ToCharacterIfNeeded()); + var isNotOnVisualElement = !skinningCache.IsOnVisualElement(); + var isJointHovered = view.IsActionHot(SkeletonAction.None) && hoveredJoint == bone && isNotOnVisualElement; + var isTailHovered = view.IsActionHot(SkeletonAction.None) && hoveredTail == bone && isNotOnVisualElement; + + view.DrawBone(bone.position, bone.right, Vector3.forward, bone.length, color, bone.chainedChild != null, isSelected, isJointHovered, isTailHovered, bone == hotBone); + } + + private void DrawBoneOutline(BoneCache bone, Color color, float outlineScale) + { + view.DrawBoneOutline(bone.position, bone.right, Vector3.forward, bone.length, color, outlineScale); + } + + private void DrawSplitBonePreview() + { + if (!view.IsRepainting()) + return; + + if (skinningCache.IsOnVisualElement()) + return; + + if (view.IsActionActive(SkeletonAction.SplitBone) && hoveredBone != null) + { + var splitLength = Vector3.Dot(hoveredBone.right, view.GetMouseWorldPosition(hoveredBone.forward, hoveredBody.position) - hoveredBone.position); + var position = hoveredBone.position + hoveredBone.right * splitLength; + var length = hoveredBone.length - splitLength; + var isSelected = selection.Contains(hoveredBone.ToCharacterIfNeeded()); + + { + var color = style.GetOutlineColor(hoveredBone, false, false); + if (color.a > 0f) + view.DrawBoneOutline(hoveredBone.position, hoveredBone.right, Vector3.forward, splitLength, style.GetOutlineColor(hoveredBone, isSelected, true), style.GetOutlineScale(false)); + + } + { + var color = style.GetPreviewOutlineColor(skeleton.BoneCount); + if (color.a > 0f) + view.DrawBoneOutline(position, hoveredBone.right, Vector3.forward, length, style.GetPreviewOutlineColor(skeleton.BoneCount), style.GetOutlineScale(false)); + + } + + view.DrawBone(hoveredBone.position, + hoveredBone.right, + Vector3.forward, + splitLength, + style.GetColor(hoveredBone), + hoveredBone.chainedChild != null, + false, false, false, false); + view.DrawBone(position, + hoveredBone.right, + Vector3.forward, + length, + style.GetPreviewColor(skeleton.BoneCount), + hoveredBone.chainedChild != null, + false, false, false, false); + } + } + + private void DrawCreateBonePreview() + { + if (!view.IsRepainting()) + return; + + if (skinningCache.IsOnVisualElement()) + return; + + var color = style.GetPreviewColor(skeleton.BoneCount); + var outlineColor = style.GetPreviewOutlineColor(skeleton.BoneCount); + + var startPosition = m_CreateBoneStartPosition; + var mousePosition = view.GetMouseWorldPosition(Vector3.forward, Vector3.zero); + + if (view.IsActionActive(SkeletonAction.CreateBone)) + { + startPosition = mousePosition; + + if (hoveredTail != null) + startPosition = hoveredTail.endPosition; + + if (outlineColor.a > 0f) + view.DrawBoneOutline(startPosition, Vector3.right, Vector3.forward, 0f, outlineColor, style.GetOutlineScale(false)); + + view.DrawBone(startPosition, Vector3.right, Vector3.forward, 0f, color, false, false, false, false, false); + } + + if (view.IsActionHot(SkeletonAction.CreateBone)) + { + var direction = (mousePosition - startPosition); + + if (outlineColor.a > 0f) + view.DrawBoneOutline(startPosition, direction.normalized, Vector3.forward, direction.magnitude, outlineColor, style.GetOutlineScale(false)); + + view.DrawBone(startPosition, direction.normalized, Vector3.forward, direction.magnitude, color, false, false, false, false, false); + } + } + + private void DrawCursors() + { + if (!view.IsRepainting()) + return; + + view.DrawCursors(!skinningCache.IsOnVisualElement()); + } + + public static string AutoBoneName(BoneCache parent, IEnumerable bones) + { + string parentName = "root"; + string inheritedName; + int counter; + + if (parent != null) + parentName = parent.name; + + DissectBoneName(parentName, out inheritedName, out counter); + int nameCounter = FindBiggestNameCounter(bones); + + if (inheritedName == k_DefaultRootName) + inheritedName = k_DefaultBoneName; + + return String.Format("{0}_{1}", inheritedName, ++nameCounter); + } + + private static int FindBiggestNameCounter(IEnumerable bones) + { + int autoNameCounter = 0; + string inheritedName; + int counter; + foreach (var bone in bones) + { + DissectBoneName(bone.name, out inheritedName, out counter); + if (counter > autoNameCounter) + autoNameCounter = counter; + } + return autoNameCounter; + } + + private static void DissectBoneName(string boneName, out string inheritedName, out int counter) + { + if (IsBoneNameMatchAutoFormat(boneName)) + { + var tokens = boneName.Split('_'); + var lastTokenIndex = tokens.Length - 1; + + var tokensWithoutLast = new string[lastTokenIndex]; + Array.Copy(tokens, tokensWithoutLast, lastTokenIndex); + inheritedName = string.Join("_", tokensWithoutLast); + counter = int.Parse(tokens[lastTokenIndex]); + } + else + { + inheritedName = boneName; + counter = -1; + } + } + + private static bool IsBoneNameMatchAutoFormat(string boneName) + { + return s_Regex.IsMatch(boneName); + } + + private void InvokeTopologyChanged() + { + skinningCache.events.skeletonTopologyChanged.Invoke(skeleton); + } + + private void InvokePoseChanged() + { + skeleton.SetPosePreview(); + + if (editBindPose) + { + skeleton.SetDefaultPose(); + skinningCache.events.skeletonBindPoseChanged.Invoke(skeleton); + } + else + skinningCache.events.skeletonPreviewPoseChanged.Invoke(skeleton); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonController.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonController.cs.meta new file mode 100644 index 00000000..e16c89fc --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ea4cc92a263807f4985d77508d2bb536 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonView.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonView.cs new file mode 100644 index 00000000..3ff65ee9 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonView.cs @@ -0,0 +1,598 @@ +using UnityEngine; +using System; + +namespace UnityEditor.U2D.Animation +{ + internal class SkeletonView : ISkeletonView + { + private const float kPickingRadius = 5f; + internal const string kDeleteCommandName = "Delete"; + internal const string kSoftDeleteCommandName = "SoftDelete"; + private static readonly int kBodyHashCode = "Body".GetHashCode(); + private static readonly int kJointHashCode = "Joint".GetHashCode(); + private static readonly int kTailHashCode = "Tail".GetHashCode(); + private static readonly int kCreateBoneHashCode = "CreateBone".GetHashCode(); + + public int InvalidID { get; set; } + public SkeletonMode mode { get; set; } + public int defaultControlID { get; set; } + public int hoveredBoneID { get { return m_HoveredBoneID; } } + public int hoveredJointID { get { return m_HoveredJointID; } } + public int hoveredBodyID { get { return m_HoveredBodyID; } } + public int hoveredTailID { get { return m_HoveredTailID; } } + public int hotBoneID { get { return m_HotBoneID; } } + + private IGUIWrapper m_GUIWrapper; + private int m_RotateControlID = -1; + private int m_MoveControlID = -1; + private int m_FreeMoveControlID = -1; + private int m_MoveJointControlID = -1; + private int m_MoveEndPositionControlID = -1; + private int m_ChangeLengthControlID = -1; + private int m_CreateBoneControlID = -1; + private int m_HoveredBoneID = 0; + private int m_PrevHoveredBoneID = 0; + private int m_HoveredBodyID = 0; + private int m_HoveredJointID = 0; + private int m_HoveredTailID = 0; + private int m_HotBoneID = 0; + private int m_HoveredBodyControlID = -1; + private int m_HoveredJointControlID = -1; + private int m_HoveredTailControlID = -1; + private float m_NearestDistance; + private float m_NearestBodyDistance; + private float m_NearestJointDistance; + private float m_NearestTailDistance; + private int m_NearestBodyId = 0; + private int m_NearestJointId = 0; + private int m_NearestTailId = 0; + private SliderData m_HoveredSliderData = SliderData.zero; + private SliderData m_HotSliderData = SliderData.zero; + + public SkeletonView(IGUIWrapper gw) + { + m_GUIWrapper = gw; + } + + public void BeginLayout() + { + m_HoveredBodyControlID = m_GUIWrapper.GetControlID(kBodyHashCode, FocusType.Passive); + m_HoveredJointControlID = m_GUIWrapper.GetControlID(kJointHashCode, FocusType.Passive); + m_HoveredTailControlID = m_GUIWrapper.GetControlID(kTailHashCode, FocusType.Passive); + m_CreateBoneControlID = m_GUIWrapper.GetControlID(kCreateBoneHashCode, FocusType.Passive); + + if (m_GUIWrapper.eventType == EventType.Layout) + { + m_PrevHoveredBoneID = m_HoveredBoneID; + m_NearestDistance = float.MaxValue; + m_NearestBodyDistance = float.MaxValue; + m_NearestJointDistance = float.MaxValue; + m_NearestTailDistance = float.MaxValue; + m_NearestBodyId = InvalidID; + m_NearestJointId = InvalidID; + m_NearestTailId = InvalidID; + m_HoveredBoneID = InvalidID; + m_HoveredBodyID = InvalidID; + m_HoveredJointID = InvalidID; + m_HoveredTailID = InvalidID; + m_HoveredSliderData = SliderData.zero; + + if (m_GUIWrapper.IsControlHot(0)) + { + m_RotateControlID = -1; + m_MoveControlID = -1; + m_FreeMoveControlID = -1; + m_MoveJointControlID = -1; + m_MoveEndPositionControlID = -1; + m_ChangeLengthControlID = -1; + m_HotBoneID = InvalidID; + } + } + } + + public void EndLayout() + { + m_GUIWrapper.LayoutControl(m_HoveredBodyControlID, m_NearestBodyDistance * 0.25f); + m_GUIWrapper.LayoutControl(m_HoveredJointControlID, m_NearestJointDistance); + m_GUIWrapper.LayoutControl(m_HoveredTailControlID, m_NearestTailDistance); + + if (m_GUIWrapper.IsControlNearest(m_HoveredBodyControlID)) + { + m_HoveredBoneID = m_NearestBodyId; + m_HoveredBodyID = m_NearestBodyId; + } + + if (m_GUIWrapper.IsControlNearest(m_HoveredJointControlID)) + { + m_HoveredBoneID = m_NearestJointId; + m_HoveredJointID = m_NearestJointId; + } + + if (m_GUIWrapper.IsControlNearest(m_HoveredTailControlID)) + { + m_HoveredBoneID = m_NearestTailId; + m_HoveredTailID = m_NearestTailId; + } + + if ((m_GUIWrapper.eventType == EventType.Layout && m_PrevHoveredBoneID != m_HoveredBoneID) || m_GUIWrapper.eventType == EventType.MouseMove) + m_GUIWrapper.Repaint(); + } + + public bool CanLayout() + { + return m_GUIWrapper.eventType == EventType.Layout; + } + + public void LayoutBone(int id, Vector3 position, Vector3 endPosition, Vector3 forward, Vector3 up, Vector3 right, bool isChainEnd) + { + if (mode == SkeletonMode.Disabled) + return; + + var sliderData = new SliderData() + { + position = GetMouseWorldPosition(forward, position), + forward = forward, + up = up, + right = right + }; + + { + var distance = m_GUIWrapper.DistanceToSegmentClamp(position, endPosition); + + if (distance <= m_NearestDistance) + { + m_NearestDistance = distance; + m_NearestBodyDistance = distance; + m_NearestBodyId = id; + m_HoveredSliderData = sliderData; + } + } + + { + var distance = m_GUIWrapper.DistanceToCircle(position, GetBoneRadiusForPicking(position) * 2f); + + if (distance <= m_NearestDistance) + { + m_NearestDistance = distance; + m_NearestJointDistance = distance; + m_NearestJointId = id; + m_HoveredSliderData = sliderData; + } + } + + if (isChainEnd && + (IsCapable(SkeletonAction.ChangeLength) || + IsCapable(SkeletonAction.MoveEndPosition) || + IsCapable(SkeletonAction.CreateBone))) + { + var distance = m_GUIWrapper.DistanceToCircle(endPosition, GetBoneRadiusForPicking(endPosition)); + + if (distance <= m_NearestDistance) + { + m_NearestDistance = distance; + m_NearestTailDistance = distance; + m_NearestTailId = id; + m_HoveredSliderData = sliderData; + } + } + } + + public Vector3 GetMouseWorldPosition(Vector3 planeNormal, Vector3 planePosition) + { + return m_GUIWrapper.GUIToWorld(m_GUIWrapper.mousePosition, planeNormal, planePosition); + } + + private float GetBoneRadiusForPicking(Vector3 position) + { + if (m_GUIWrapper.HasCurrentCamera()) + return 0.1f * m_GUIWrapper.GetHandleSize(position); + + return kPickingRadius; + } + + public bool DoSelectBone(out int id, out bool additive) + { + id = 0; + additive = false; + + if (IsActionTriggering(SkeletonAction.Select)) + { + id = m_HoveredBoneID; + additive = m_GUIWrapper.isActionKeyDown; + + if (mode == SkeletonMode.Selection) + { + m_GUIWrapper.UseCurrentEvent(); + m_GUIWrapper.SetGuiChanged(true); + } + + return true; + } + + return false; + } + + public bool DoRotateBone(Vector3 pivot, Vector3 normal, out float deltaAngle) + { + deltaAngle = 0f; + + Vector3 oldPosition = m_HotSliderData.position; + Vector3 newPosition; + if (DoSliderAction(SkeletonAction.RotateBone, m_HoveredBodyControlID, ref m_RotateControlID, out newPosition)) + { + deltaAngle = Vector3.SignedAngle(oldPosition - pivot, (Vector3)newPosition - pivot, normal); + return true; + } + + return false; + } + + public bool DoMoveBone(out Vector3 deltaPosition) + { + deltaPosition = Vector3.zero; + + Vector3 oldPosition = m_HotSliderData.position; + Vector3 newPosition; + if (DoSliderAction(SkeletonAction.MoveBone, m_HoveredJointControlID, ref m_MoveControlID, out newPosition)) + { + deltaPosition = newPosition - oldPosition; + return true; + } + + return false; + } + + public bool DoFreeMoveBone(out Vector3 deltaPosition) + { + deltaPosition = Vector3.zero; + + Vector3 oldPosition = m_HotSliderData.position; + Vector3 newPosition; + if (DoSliderAction(SkeletonAction.FreeMoveBone, m_HoveredBodyControlID, ref m_FreeMoveControlID, out newPosition)) + { + deltaPosition = newPosition - oldPosition; + return true; + } + + return false; + } + + public bool DoMoveJoint(out Vector3 deltaPosition) + { + deltaPosition = Vector3.zero; + + Vector3 oldPosition = m_HotSliderData.position; + Vector3 newPosition; + if (DoSliderAction(SkeletonAction.MoveJoint, m_HoveredJointControlID, ref m_MoveJointControlID, out newPosition)) + { + deltaPosition = newPosition - oldPosition; + return true; + } + + return false; + } + + public bool DoMoveEndPosition(out Vector3 endPosition) + { + return DoSliderAction(SkeletonAction.MoveEndPosition, m_HoveredTailControlID, ref m_MoveEndPositionControlID, out endPosition); + } + + public bool DoChangeLength(out Vector3 endPosition) + { + return DoSliderAction(SkeletonAction.ChangeLength, m_HoveredTailControlID, ref m_ChangeLengthControlID, out endPosition); + } + + private bool DoSliderAction(SkeletonAction action, int controlID, ref int actionControlID, out Vector3 newPosition) + { + newPosition = m_HoveredSliderData.position; + + if (IsActionTriggering(action)) + { + actionControlID = controlID; + m_HotSliderData = m_HoveredSliderData; + m_HotBoneID = hoveredBoneID; + } + + if (m_GUIWrapper.DoSlider(actionControlID, m_HotSliderData, out newPosition)) + { + m_HotSliderData.position = newPosition; + return true; + } + + return false; + } + + public bool DoCreateBoneStart(out Vector3 position) + { + position = GetMouseWorldPosition(m_HoveredSliderData.forward, m_HoveredSliderData.position); + + if (CanCreateBone()) + m_GUIWrapper.LayoutControl(m_CreateBoneControlID, 0f); + + if (IsActionActive(SkeletonAction.CreateBone)) + ConsumeMouseMoveEvents(); + + if (IsActionTriggering(SkeletonAction.CreateBone)) + { + m_HotBoneID = hoveredBoneID; + m_GUIWrapper.SetMultiStepControlHot(m_CreateBoneControlID); + m_GUIWrapper.UseCurrentEvent(); + return true; + } + + return false; + } + + public bool CanCreateBone() + { + return mode == SkeletonMode.CreateBone && (m_GUIWrapper.IsControlNearest(defaultControlID) || m_GUIWrapper.IsControlNearest(m_HoveredTailControlID)); + } + + public bool DoCreateBone(out Vector3 position) + { + position = GetMouseWorldPosition(m_HoveredSliderData.forward, m_HoveredSliderData.position); + + if (IsActionHot(SkeletonAction.CreateBone)) + ConsumeMouseMoveEvents(); + + if (IsActionFinishing(SkeletonAction.CreateBone)) + { + m_GUIWrapper.UseCurrentEvent(); + m_GUIWrapper.SetGuiChanged(true); + return true; + } + + return false; + } + + public bool DoSplitBone(out int id, out Vector3 position) + { + id = m_HoveredBodyID; + position = GetMouseWorldPosition(m_HoveredSliderData.forward, m_HoveredSliderData.position); + + if (IsActionActive(SkeletonAction.SplitBone)) + ConsumeMouseMoveEvents(); + + if (IsActionTriggering(SkeletonAction.SplitBone)) + { + m_GUIWrapper.UseCurrentEvent(); + m_GUIWrapper.SetGuiChanged(true); + return true; + } + + return false; + } + + public bool DoRemoveBone() + { + if (IsActionTriggering(SkeletonAction.Remove)) + { + m_GUIWrapper.UseCurrentEvent(); + m_GUIWrapper.SetGuiChanged(true); + return true; + } + + return false; + } + + public bool DoCancelMultistepAction(bool force) + { + if (force) + { + m_GUIWrapper.SetMultiStepControlHot(0); + return true; + } + + if ((!m_GUIWrapper.IsMultiStepControlHot(0) && (m_GUIWrapper.IsMouseDown(1) || m_GUIWrapper.IsKeyDown(KeyCode.Escape)))) + { + m_GUIWrapper.SetMultiStepControlHot(0); + m_GUIWrapper.UseCurrentEvent(); + return true; + } + + return false; + } + + public bool IsActionActive(SkeletonAction action) + { + if (m_GUIWrapper.isAltDown || !m_GUIWrapper.IsControlHot(0) || !m_GUIWrapper.IsMultiStepControlHot(0)) + return false; + + if (action == SkeletonAction.None) + return m_GUIWrapper.IsControlNearest(defaultControlID); + + if (!IsCapable(action)) + return false; + + if (action == SkeletonAction.RotateBone) + return m_GUIWrapper.IsControlNearest(m_HoveredBodyControlID); + + if (action == SkeletonAction.ChangeLength) + return m_GUIWrapper.IsControlNearest(m_HoveredTailControlID) && !m_GUIWrapper.isShiftDown; + + if (action == SkeletonAction.MoveJoint) + return m_GUIWrapper.IsControlNearest(m_HoveredJointControlID); + + if (action == SkeletonAction.MoveEndPosition) + return m_GUIWrapper.IsControlNearest(m_HoveredTailControlID) && !m_GUIWrapper.isShiftDown; + + if (action == SkeletonAction.FreeMoveBone) + return m_GUIWrapper.IsControlNearest(m_HoveredBodyControlID); + + if (action == SkeletonAction.MoveBone) + return m_GUIWrapper.IsControlNearest(m_HoveredJointControlID); + + bool canCreateBone = IsCapable(SkeletonAction.CreateBone) && m_GUIWrapper.IsControlNearest(m_CreateBoneControlID); + bool canSplitBone = IsCapable(SkeletonAction.SplitBone) && m_GUIWrapper.IsControlNearest(m_HoveredBodyControlID); + + if (action == SkeletonAction.CreateBone) + return canCreateBone; + + if (action == SkeletonAction.SplitBone) + return canSplitBone; + + if (action == SkeletonAction.Select) + return (m_GUIWrapper.IsControlNearest(m_HoveredBodyControlID) && !canSplitBone) || + m_GUIWrapper.IsControlNearest(m_HoveredJointControlID) || + (m_GUIWrapper.IsControlNearest(m_HoveredTailControlID) && !canCreateBone); + + if (action == SkeletonAction.Remove) + return true; + + return false; + } + + public bool IsActionHot(SkeletonAction action) + { + if (action == SkeletonAction.None) + return m_GUIWrapper.IsControlHot(0) && m_GUIWrapper.IsMultiStepControlHot(0); + + if (action == SkeletonAction.RotateBone) + return m_GUIWrapper.IsControlHot(m_RotateControlID); + + if (action == SkeletonAction.MoveBone) + return m_GUIWrapper.IsControlHot(m_MoveControlID); + + if (action == SkeletonAction.FreeMoveBone) + return m_GUIWrapper.IsControlHot(m_FreeMoveControlID); + + if (action == SkeletonAction.MoveJoint) + return m_GUIWrapper.IsControlHot(m_MoveJointControlID); + + if (action == SkeletonAction.MoveEndPosition) + return m_GUIWrapper.IsControlHot(m_MoveEndPositionControlID); + + if (action == SkeletonAction.ChangeLength) + return m_GUIWrapper.IsControlHot(m_ChangeLengthControlID); + + if (action == SkeletonAction.CreateBone) + return m_GUIWrapper.IsMultiStepControlHot(m_CreateBoneControlID) && !m_GUIWrapper.isAltDown; + + return false; + } + + public bool IsActionTriggering(SkeletonAction action) + { + if (!IsActionActive(action)) + return false; + + if (action == SkeletonAction.Remove) + { + if ((m_GUIWrapper.eventType == EventType.ValidateCommand || m_GUIWrapper.eventType == EventType.ExecuteCommand) + && (m_GUIWrapper.commandName == kSoftDeleteCommandName || m_GUIWrapper.commandName == kDeleteCommandName)) + { + if (m_GUIWrapper.eventType == EventType.ExecuteCommand) + return true; + + m_GUIWrapper.UseCurrentEvent(); + } + + return false; + } + + return m_GUIWrapper.IsMouseDown(0); + } + + public bool IsActionFinishing(SkeletonAction action) + { + if (!IsActionHot(action) || !IsCapable(action)) + return false; + + if (m_GUIWrapper.IsEventOutsideWindow()) + return true; + + if (action == SkeletonAction.CreateBone) + return m_GUIWrapper.IsMouseDown(0); + + return m_GUIWrapper.IsMouseUp(0); + } + + public bool IsRepainting() + { + return m_GUIWrapper.IsRepainting(); + } + + public void DrawBone(Vector3 position, Vector3 right, Vector3 forward, float length, Color color, bool isChained, bool isSelected, bool isJointHovered, bool isTailHovered, bool isHot) + { + var endPosition = position + right * length; + var rotation = Quaternion.LookRotation(forward, Vector3.Cross(right, forward)); + var boneBodyColor = color; + var boneJointColor = new Color(0f, 0f, 0f, 0.75f * color.a); + var tailColor = new Color(0f, 0f, 0f, 0.75f * color.a); + var hoveredColor = Handles.preselectionColor; + var selectedColor = Handles.selectedColor; + var drawRectCap = false; + + if (isJointHovered) + boneJointColor = hoveredColor; + if (isHot && (IsActionHot(SkeletonAction.MoveBone) || IsActionHot(SkeletonAction.MoveJoint))) + boneJointColor = selectedColor; + + if (mode == SkeletonMode.EditPose || mode == SkeletonMode.CreateBone) + { + if (isJointHovered || isSelected) + drawRectCap = true; + } + else if (mode == SkeletonMode.EditJoints || mode == SkeletonMode.SplitBone) + { + rotation = Quaternion.identity; + drawRectCap = true; + } + + if (drawRectCap) + Handles.RectangleHandleCap(0, position, rotation, BoneDrawingUtility.GetBoneRadius(position), EventType.Repaint); + + BoneDrawingUtility.DrawBone(position, endPosition, forward, boneBodyColor); + BoneDrawingUtility.DrawBoneNode(position, forward, boneJointColor); + + if (!isChained && + (IsCapable(SkeletonAction.ChangeLength) || + IsCapable(SkeletonAction.MoveEndPosition))) + { + if (isTailHovered) + tailColor = hoveredColor; + + if (isHot && (IsActionHot(SkeletonAction.ChangeLength) || IsActionHot(SkeletonAction.MoveEndPosition))) + tailColor = selectedColor; + + BoneDrawingUtility.DrawBoneNode(endPosition, forward, tailColor); + } + } + + public void DrawBoneParentLink(Vector3 parentPosition, Vector3 position, Vector3 forward, Color color) + { + BoneDrawingUtility.DrawBone(position, parentPosition, forward, color); + } + + public void DrawBoneOutline(Vector3 position, Vector3 right, Vector3 forward, float length, Color color, float outlineScale) + { + BoneDrawingUtility.DrawBoneOutline(position, position + right * length, forward, color, outlineScale); + } + + public void DrawCursors(bool canBeActive) + { + var mouseScreenRect = new Rect(m_GUIWrapper.mousePosition.x - 100f, m_GUIWrapper.mousePosition.y - 100f, 200f, 200f); + + var isRotateHot = IsActionHot(SkeletonAction.RotateBone); + if ((canBeActive && IsActionActive(SkeletonAction.RotateBone)) || isRotateHot) + EditorGUIUtility.AddCursorRect(mouseScreenRect, MouseCursor.RotateArrow); + + if ((canBeActive && IsActionActive(SkeletonAction.MoveBone)) || IsActionHot(SkeletonAction.MoveBone) || + (canBeActive && IsActionActive(SkeletonAction.FreeMoveBone)) || IsActionHot(SkeletonAction.FreeMoveBone) || + (canBeActive && IsActionActive(SkeletonAction.MoveJoint)) || IsActionHot(SkeletonAction.MoveJoint) || + (canBeActive && IsActionActive(SkeletonAction.MoveEndPosition)) || IsActionHot(SkeletonAction.MoveEndPosition)) + EditorGUIUtility.AddCursorRect(mouseScreenRect, MouseCursor.MoveArrow); + } + + private void ConsumeMouseMoveEvents() + { + if (m_GUIWrapper.eventType == EventType.MouseMove || (m_GUIWrapper.eventType == EventType.MouseDrag && m_GUIWrapper.mouseButton == 0)) + m_GUIWrapper.UseCurrentEvent(); + } + + private bool IsCapable(SkeletonAction action) + { + return ((int)mode & (int)action) != 0; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonView.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonView.cs.meta new file mode 100644 index 00000000..7c2b2274 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SkeletonView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 32b6c1f19cdc32d45aff3ce5c06f3ac3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Slider2D.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Slider2D.cs new file mode 100644 index 00000000..2d7032f8 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Slider2D.cs @@ -0,0 +1,78 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class Slider2D + { + private static Vector2 s_CurrentMousePosition; + private static Vector2 s_DragStartScreenPosition; + private static Vector2 s_DragScreenOffset; + private static double s_Time; + + public static Vector2 Do(int controlID, Vector2 position, Handles.CapFunction drawCapFunction = null) + { + EventType type = Event.current.GetTypeForControl(controlID); + + switch (type) + { + case EventType.MouseDown: + if (Event.current.button == 0 && HandleUtility.nearestControl == controlID && !Event.current.alt) + { + s_Time = EditorApplication.timeSinceStartup; + + GUIUtility.keyboardControl = controlID; + GUIUtility.hotControl = controlID; + s_CurrentMousePosition = Event.current.mousePosition; + s_DragStartScreenPosition = Event.current.mousePosition; + Vector2 b = HandleUtility.WorldToGUIPoint(position); + s_DragScreenOffset = s_CurrentMousePosition - b; + + Event.current.Use(); + } + break; + case EventType.MouseUp: + if (GUIUtility.hotControl == controlID && (Event.current.button == 0 || Event.current.button == 2)) + { + GUIUtility.hotControl = 0; + Event.current.Use(); + } + break; + case EventType.MouseDrag: + if (GUIUtility.hotControl == controlID) + { + s_CurrentMousePosition = Event.current.mousePosition; + float screenDisplacement = (s_CurrentMousePosition - s_DragStartScreenPosition).magnitude; + Vector2 center = position; + Vector2 screenPosition = s_CurrentMousePosition - s_DragScreenOffset; + position = Handles.inverseMatrix.MultiplyPoint(screenPosition); + float displacement = (center - position).magnitude; + + if (!Mathf.Approximately(displacement, 0f) && (EditorApplication.timeSinceStartup - s_Time > 0.15 || screenDisplacement >= 10f)) + GUI.changed = true; + + Event.current.Use(); + } + break; + case EventType.KeyDown: + if (GUIUtility.hotControl == controlID && Event.current.keyCode == KeyCode.Escape) + { + position = Handles.inverseMatrix.MultiplyPoint(s_DragStartScreenPosition - s_DragScreenOffset); + GUIUtility.hotControl = 0; + GUI.changed = true; + Event.current.Use(); + } + break; + case EventType.Layout: + if (drawCapFunction != null) + drawCapFunction(controlID, position, Quaternion.identity, 1f, EventType.Layout); + break; + case EventType.Repaint: + if (drawCapFunction != null) + drawCapFunction(controlID, position, Quaternion.identity, 1f, EventType.Repaint); + break; + } + + return position; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Slider2D.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Slider2D.cs.meta new file mode 100644 index 00000000..70b60970 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/Slider2D.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aaae1a0ac32489e4db7ca7c10f984ade +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshController.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshController.cs new file mode 100644 index 00000000..fc310bbe --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshController.cs @@ -0,0 +1,696 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class SpriteMeshController + { + private const float kSnapDistance = 10f; + + private struct EdgeIntersectionResult + { + public int startVertexIndex; + public int endVertexIndex; + public int intersectEdgeIndex; + public Vector2 endPosition; + } + + private SpriteMeshDataController m_SpriteMeshDataController = new SpriteMeshDataController(); + private EdgeIntersectionResult m_EdgeIntersectionResult; + + public ISpriteMeshView spriteMeshView { get; set; } + public ISpriteMeshData spriteMeshData + { + get { return m_SpriteMeshData; } + set { m_SpriteMeshData = value; } + } + + public ISelection selection { get; set; } + public ICacheUndo cacheUndo { get; set; } + public ITriangulator triangulator { get; set; } + public bool disable { get; set; } + public Rect frame { get; set; } + private ISpriteMeshData m_SpriteMeshData; + private bool m_Moved = false; + + public void OnGUI() + { + m_SpriteMeshDataController.spriteMeshData = m_SpriteMeshData; + + Debug.Assert(spriteMeshView != null); + Debug.Assert(m_SpriteMeshData != null); + Debug.Assert(selection != null); + Debug.Assert(cacheUndo != null); + + spriteMeshView.selection = selection; + spriteMeshView.frame = frame; + + EditorGUI.BeginDisabledGroup(disable); + + spriteMeshView.BeginLayout(); + + if(spriteMeshView.CanLayout()) + { + LayoutVertices(); + LayoutEdges(); + } + + spriteMeshView.EndLayout(); + + if(spriteMeshView.CanRepaint()) + { + DrawEdges(); + + if(GUI.enabled) + { + PreviewCreateVertex(); + PreviewCreateEdge(); + PreviewSplitEdge(); + } + + DrawVertices(); + } + + + HandleSplitEdge(); + HandleCreateEdge(); + HandleCreateVertex(); + + EditorGUI.EndDisabledGroup(); + + HandleSelectVertex(); + + EditorGUI.BeginDisabledGroup(disable); + + HandleMoveVertex(); + + EditorGUI.EndDisabledGroup(); + + HandleSelectEdge(); + + EditorGUI.BeginDisabledGroup(disable); + + HandleMoveEdge(); + HandleRemoveEdge(); + HandleRemoveVertices(); + + spriteMeshView.DoRepaint(); + + EditorGUI.EndDisabledGroup(); + } + + private void LayoutVertices() + { + for (int i = 0; i < m_SpriteMeshData.vertexCount; i++) + { + Vector2 position = m_SpriteMeshData.GetPosition(i); + spriteMeshView.LayoutVertex(position, i); + } + } + + private void LayoutEdges() + { + for (int i = 0; i < m_SpriteMeshData.edges.Count; i++) + { + Edge edge = m_SpriteMeshData.edges[i]; + Vector2 startPosition = m_SpriteMeshData.GetPosition(edge.index1); + Vector2 endPosition = m_SpriteMeshData.GetPosition(edge.index2); + + spriteMeshView.LayoutEdge(startPosition, endPosition, i); + } + } + + private void DrawEdges() + { + UpdateEdgeInstersection(); + + spriteMeshView.BeginDrawEdges(); + + for (int i = 0; i < m_SpriteMeshData.edges.Count; ++i) + { + if (SkipDrawEdge(i)) + continue; + + Edge edge = m_SpriteMeshData.edges[i]; + Vector2 startPosition = m_SpriteMeshData.GetPosition(edge.index1); + Vector2 endPosition = m_SpriteMeshData.GetPosition(edge.index2); + + if (selection.Contains(edge.index1) && selection.Contains(edge.index2)) + spriteMeshView.DrawEdgeSelected(startPosition, endPosition); + else + spriteMeshView.DrawEdge(startPosition, endPosition); + } + + if (spriteMeshView.IsActionActive(MeshEditorAction.SelectEdge)) + { + Edge hoveredEdge = m_SpriteMeshData.edges[spriteMeshView.hoveredEdge]; + Vector2 startPosition = m_SpriteMeshData.GetPosition(hoveredEdge.index1); + Vector2 endPosition = m_SpriteMeshData.GetPosition(hoveredEdge.index2); + + spriteMeshView.DrawEdgeHovered(startPosition, endPosition); + } + + spriteMeshView.EndDrawEdges(); + } + + private bool SkipDrawEdge(int edgeIndex) + { + if(GUI.enabled == false) + return false; + + return edgeIndex == -1 || + spriteMeshView.hoveredEdge == edgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.SelectEdge) || + spriteMeshView.hoveredEdge == edgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.CreateVertex) || + spriteMeshView.closestEdge == edgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.SplitEdge) || + edgeIndex == m_EdgeIntersectionResult.intersectEdgeIndex && spriteMeshView.IsActionActive(MeshEditorAction.CreateEdge); + } + + private void PreviewCreateVertex() + { + if (spriteMeshView.mode == SpriteMeshViewMode.CreateVertex && + spriteMeshView.IsActionActive(MeshEditorAction.CreateVertex)) + { + Vector2 clampedMousePos = ClampToFrame(spriteMeshView.mouseWorldPosition); + + if (spriteMeshView.hoveredEdge != -1) + { + Edge edge = m_SpriteMeshData.edges[spriteMeshView.hoveredEdge]; + + spriteMeshView.BeginDrawEdges(); + + spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(edge.index1), clampedMousePos); + spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(edge.index2), clampedMousePos); + + spriteMeshView.EndDrawEdges(); + } + + spriteMeshView.DrawVertex(clampedMousePos); + } + } + + private void PreviewCreateEdge() + { + if (!spriteMeshView.IsActionActive(MeshEditorAction.CreateEdge)) + return; + + spriteMeshView.BeginDrawEdges(); + + spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(m_EdgeIntersectionResult.startVertexIndex), m_EdgeIntersectionResult.endPosition); + + if (m_EdgeIntersectionResult.intersectEdgeIndex != -1) + { + Edge intersectingEdge = m_SpriteMeshData.edges[m_EdgeIntersectionResult.intersectEdgeIndex]; + spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(intersectingEdge.index1), m_EdgeIntersectionResult.endPosition); + spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(intersectingEdge.index2), m_EdgeIntersectionResult.endPosition); + } + + spriteMeshView.EndDrawEdges(); + + if (m_EdgeIntersectionResult.endVertexIndex == -1) + spriteMeshView.DrawVertex(m_EdgeIntersectionResult.endPosition); + } + + private void PreviewSplitEdge() + { + if (!spriteMeshView.IsActionActive(MeshEditorAction.SplitEdge)) + return; + + Vector2 clampedMousePos = ClampToFrame(spriteMeshView.mouseWorldPosition); + + Edge closestEdge = m_SpriteMeshData.edges[spriteMeshView.closestEdge]; + + spriteMeshView.BeginDrawEdges(); + + spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(closestEdge.index1), clampedMousePos); + spriteMeshView.DrawEdge(m_SpriteMeshData.GetPosition(closestEdge.index2), clampedMousePos); + + spriteMeshView.EndDrawEdges(); + + spriteMeshView.DrawVertex(clampedMousePos); + } + + private void DrawVertices() + { + for (int i = 0; i < m_SpriteMeshData.vertexCount; i++) + { + Vector3 position = m_SpriteMeshData.GetPosition(i); + + if (selection.Contains(i)) + spriteMeshView.DrawVertexSelected(position); + else if (i == spriteMeshView.hoveredVertex && spriteMeshView.IsActionHot(MeshEditorAction.None)) + spriteMeshView.DrawVertexHovered(position); + else + spriteMeshView.DrawVertex(position); + } + } + + private void HandleSelectVertex() + { + bool additive; + if (spriteMeshView.DoSelectVertex(out additive)) + SelectVertex(spriteMeshView.hoveredVertex, additive); + } + + private void HandleSelectEdge() + { + bool additive; + if (spriteMeshView.DoSelectEdge(out additive)) + SelectEdge(spriteMeshView.hoveredEdge, additive); + } + + private void HandleMoveVertex() + { + if(spriteMeshView.IsActionTriggered(MeshEditorAction.MoveVertex)) + m_Moved = false; + + Vector2 delta; + if (spriteMeshView.DoMoveVertex(out delta)) + { + if(!m_Moved) + { + cacheUndo.BeginUndoOperation(TextContent.moveVertices); + m_Moved = true; + } + + MoveSelectedVertices(delta); + } + } + + private void HandleCreateVertex() + { + if (spriteMeshView.DoCreateVertex()) + CreateVertex(spriteMeshView.mouseWorldPosition, spriteMeshView.hoveredEdge); + } + + private void HandleSplitEdge() + { + if (spriteMeshView.DoSplitEdge()) + SplitEdge(spriteMeshView.mouseWorldPosition, spriteMeshView.closestEdge); + } + + private void HandleCreateEdge() + { + if (spriteMeshView.DoCreateEdge()) + CreateEdge(spriteMeshView.mouseWorldPosition, spriteMeshView.hoveredVertex, spriteMeshView.hoveredEdge); + } + + private void HandleMoveEdge() + { + if(spriteMeshView.IsActionTriggered(MeshEditorAction.MoveEdge)) + m_Moved = false; + + Vector2 delta; + if (spriteMeshView.DoMoveEdge(out delta)) + { + if(!m_Moved) + { + cacheUndo.BeginUndoOperation(TextContent.moveVertices); + m_Moved = true; + } + + MoveSelectedVertices(delta); + } + } + + private void HandleRemoveEdge() + { + Edge edge; + if (GetSelectedEdge(out edge) && spriteMeshView.DoRemove()) + RemoveEdge(edge); + } + + private void HandleRemoveVertices() + { + if (spriteMeshView.DoRemove()) + RemoveSelectedVertices(); + } + + private void CreateVertex(Vector2 position, int edgeIndex) + { + position = MathUtility.ClampPositionToRect(position, frame); + cacheUndo.BeginUndoOperation(TextContent.createVertex); + + BoneWeight boneWeight = new BoneWeight(); + + Vector3Int indices; + Vector3 barycentricCoords; + if (m_SpriteMeshDataController.FindTriangle(position, out indices, out barycentricCoords)) + { + EditableBoneWeight bw1 = m_SpriteMeshData.GetWeight(indices.x); + EditableBoneWeight bw2 = m_SpriteMeshData.GetWeight(indices.y); + EditableBoneWeight bw3 = m_SpriteMeshData.GetWeight(indices.z); + + EditableBoneWeight result = new EditableBoneWeight(); + + foreach (BoneWeightChannel channel in bw1) + { + if (!channel.enabled) + continue; + + var weight = channel.weight * barycentricCoords.x; + + if (weight > 0f) + result.AddChannel(channel.boneIndex, weight, true); + } + + foreach (BoneWeightChannel channel in bw2) + { + if (!channel.enabled) + continue; + + var weight = channel.weight * barycentricCoords.y; + + if (weight > 0f) + result.AddChannel(channel.boneIndex, weight, true); + } + + foreach (BoneWeightChannel channel in bw3) + { + if (!channel.enabled) + continue; + + var weight = channel.weight * barycentricCoords.z; + + if (weight > 0f) + result.AddChannel(channel.boneIndex, weight, true); + } + + result.UnifyChannelsWithSameBoneIndex(); + result.FilterChannels(0f); + result.Clamp(4, true); + + boneWeight = result.ToBoneWeight(true); + } + else if (edgeIndex != -1) + { + Edge edge = m_SpriteMeshData.edges[edgeIndex]; + Vector2 pos1 = m_SpriteMeshData.GetPosition(edge.index1); + Vector2 pos2 = m_SpriteMeshData.GetPosition(edge.index2); + Vector2 dir1 = (position - pos1); + Vector2 dir2 = (pos2 - pos1); + float t = Vector2.Dot(dir1, dir2.normalized) / dir2.magnitude; + t = Mathf.Clamp01(t); + BoneWeight bw1 = m_SpriteMeshData.GetWeight(edge.index1).ToBoneWeight(true); + BoneWeight bw2 = m_SpriteMeshData.GetWeight(edge.index2).ToBoneWeight(true); + + boneWeight = EditableBoneWeightUtility.Lerp(bw1, bw2, t); + } + + m_SpriteMeshDataController.CreateVertex(position, edgeIndex); + m_SpriteMeshData.GetWeight(m_SpriteMeshData.vertexCount - 1).SetFromBoneWeight(boneWeight); + Triangulate(); + } + + private void SelectVertex(int index, bool additiveToggle) + { + if (index < 0) + throw new ArgumentException("Index out of range"); + + bool selected = selection.Contains(index); + if (selected) + { + if (additiveToggle) + { + cacheUndo.BeginUndoOperation(TextContent.selection); + selection.Select(index, false); + } + } + else + { + cacheUndo.BeginUndoOperation(TextContent.selection); + + if (!additiveToggle) + ClearSelection(); + + selection.Select(index, true); + } + + cacheUndo.IncrementCurrentGroup(); + } + + private void SelectEdge(int index, bool additiveToggle) + { + Debug.Assert(index >= 0); + + Edge edge = m_SpriteMeshData.edges[index]; + + cacheUndo.BeginUndoOperation(TextContent.selection); + + bool selected = selection.Contains(edge.index1) && selection.Contains(edge.index2); + if (selected) + { + if (additiveToggle) + { + selection.Select(edge.index1, false); + selection.Select(edge.index2, false); + } + } + else + { + if (!additiveToggle) + ClearSelection(); + + selection.Select(edge.index1, true); + selection.Select(edge.index2, true); + } + + cacheUndo.IncrementCurrentGroup(); + } + + private void ClearSelection() + { + cacheUndo.BeginUndoOperation(TextContent.selection); + selection.Clear(); + } + + private void MoveSelectedVertices(Vector2 delta) + { + delta = MathUtility.MoveRectInsideFrame(CalculateRectFromSelection(), frame, delta); + + var indices = selection.elements; + + foreach (int index in indices) + { + Vector2 v = m_SpriteMeshData.GetPosition(index); + m_SpriteMeshData.SetPosition(index, ClampToFrame(v + delta)); + } + + Triangulate(); + } + + private void CreateEdge(Vector2 position, int hoveredVertexIndex, int hoveredEdgeIndex) + { + position = ClampToFrame(position); + EdgeIntersectionResult edgeIntersectionResult = CalculateEdgeIntersection(selection.activeElement, hoveredVertexIndex, hoveredEdgeIndex, position); + + cacheUndo.BeginUndoOperation(TextContent.createEdge); + + int selectIndex = -1; + + if (edgeIntersectionResult.endVertexIndex == -1) + { + CreateVertex(edgeIntersectionResult.endPosition, edgeIntersectionResult.intersectEdgeIndex); + m_SpriteMeshDataController.CreateEdge(selection.activeElement, m_SpriteMeshData.vertexCount - 1); + selectIndex = m_SpriteMeshData.vertexCount - 1; + } + else + { + m_SpriteMeshDataController.CreateEdge(selection.activeElement, edgeIntersectionResult.endVertexIndex); + Triangulate(); + selectIndex = edgeIntersectionResult.endVertexIndex; + } + + ClearSelection(); + selection.Select(selectIndex, true); + + cacheUndo.IncrementCurrentGroup(); + } + + private void SplitEdge(Vector2 position, int edgeIndex) + { + cacheUndo.BeginUndoOperation(TextContent.splitEdge); + + Vector2 clampedMousePos = ClampToFrame(position); + + CreateVertex(clampedMousePos, edgeIndex); + + cacheUndo.IncrementCurrentGroup(); + } + + private bool GetSelectedEdge(out Edge edge) + { + edge = default(Edge); + + if (selection.Count != 2) + return false; + + var indices = selection.elements; + + int index1 = indices[0]; + int index2 = indices[1]; + + edge = new Edge(index1, index2); + + if (!m_SpriteMeshData.edges.Contains(edge)) + return false; + + return true; + } + + private void RemoveEdge(Edge edge) + { + cacheUndo.BeginUndoOperation(TextContent.removeEdge); + m_SpriteMeshDataController.RemoveEdge(edge); + Triangulate(); + } + + private void RemoveSelectedVertices() + { + cacheUndo.BeginUndoOperation(TextContent.removeVertices); + + m_SpriteMeshDataController.RemoveVertex(selection.elements); + + Triangulate(); + selection.Clear(); + } + + private void Triangulate() + { + m_SpriteMeshDataController.Triangulate(triangulator); + m_SpriteMeshDataController.SortTrianglesByDepth(); + } + + private Vector2 ClampToFrame(Vector2 position) + { + return MathUtility.ClampPositionToRect(position, frame); + } + + private Rect CalculateRectFromSelection() + { + Rect rect = new Rect(); + + Vector2 min = new Vector2(float.MaxValue, float.MaxValue); + Vector2 max = new Vector2(float.MinValue, float.MinValue); + + var indices = selection.elements; + + foreach (int index in indices) + { + Vector2 v = m_SpriteMeshData.GetPosition(index); + + min.x = Mathf.Min(min.x, v.x); + min.y = Mathf.Min(min.y, v.y); + + max.x = Mathf.Max(max.x, v.x); + max.y = Mathf.Max(max.y, v.y); + } + + rect.min = min; + rect.max = max; + + return rect; + } + + private void UpdateEdgeInstersection() + { + if (selection.Count == 1) + m_EdgeIntersectionResult = CalculateEdgeIntersection(selection.activeElement, spriteMeshView.hoveredVertex, spriteMeshView.hoveredEdge, ClampToFrame(spriteMeshView.mouseWorldPosition)); + } + + private EdgeIntersectionResult CalculateEdgeIntersection(int vertexIndex, int hoveredVertexIndex, int hoveredEdgeIndex, Vector2 targetPosition) + { + Debug.Assert(vertexIndex >= 0); + + EdgeIntersectionResult edgeIntersection = new EdgeIntersectionResult(); + + edgeIntersection.startVertexIndex = vertexIndex; + edgeIntersection.endVertexIndex = hoveredVertexIndex; + edgeIntersection.endPosition = targetPosition; + edgeIntersection.intersectEdgeIndex = -1; + + Vector2 startPoint = m_SpriteMeshData.GetPosition(edgeIntersection.startVertexIndex); + + bool intersectsEdge = false; + int lastIntersectingEdgeIndex = -1; + + do + { + lastIntersectingEdgeIndex = edgeIntersection.intersectEdgeIndex; + + if (intersectsEdge) + { + Vector2 dir = edgeIntersection.endPosition - startPoint; + edgeIntersection.endPosition += dir.normalized * 10f; + } + + intersectsEdge = SegmentIntersectsEdge(startPoint, edgeIntersection.endPosition, vertexIndex, ref edgeIntersection.endPosition, out edgeIntersection.intersectEdgeIndex); + + //if we are hovering a vertex and intersect an edge indexing it we forget about the intersection + if (intersectsEdge && m_SpriteMeshData.edges[edgeIntersection.intersectEdgeIndex].Contains(edgeIntersection.endVertexIndex)) + { + edgeIntersection.intersectEdgeIndex = -1; + intersectsEdge = false; + edgeIntersection.endPosition = m_SpriteMeshData.GetPosition(edgeIntersection.endVertexIndex); + } + + if (intersectsEdge) + { + edgeIntersection.endVertexIndex = -1; + + Edge intersectingEdge = m_SpriteMeshData.edges[edgeIntersection.intersectEdgeIndex]; + Vector2 newPointScreen = spriteMeshView.WorldToScreen(edgeIntersection.endPosition); + Vector2 edgeV1 = spriteMeshView.WorldToScreen(m_SpriteMeshData.GetPosition(intersectingEdge.index1)); + Vector2 edgeV2 = spriteMeshView.WorldToScreen(m_SpriteMeshData.GetPosition(intersectingEdge.index2)); + + if ((newPointScreen - edgeV1).magnitude <= kSnapDistance) + edgeIntersection.endVertexIndex = intersectingEdge.index1; + else if ((newPointScreen - edgeV2).magnitude <= kSnapDistance) + edgeIntersection.endVertexIndex = intersectingEdge.index2; + + if (edgeIntersection.endVertexIndex != -1) + { + edgeIntersection.intersectEdgeIndex = -1; + intersectsEdge = false; + edgeIntersection.endPosition = m_SpriteMeshData.GetPosition(edgeIntersection.endVertexIndex); + } + } + } + while (intersectsEdge && lastIntersectingEdgeIndex != edgeIntersection.intersectEdgeIndex); + + edgeIntersection.intersectEdgeIndex = intersectsEdge ? edgeIntersection.intersectEdgeIndex : hoveredEdgeIndex; + + if (edgeIntersection.endVertexIndex != -1 && !intersectsEdge) + edgeIntersection.endPosition = m_SpriteMeshData.GetPosition(edgeIntersection.endVertexIndex); + + return edgeIntersection; + } + + private bool SegmentIntersectsEdge(Vector2 p1, Vector2 p2, int ignoreIndex, ref Vector2 point, out int intersectingEdgeIndex) + { + intersectingEdgeIndex = -1; + + float sqrDistance = float.MaxValue; + + for (int i = 0; i < m_SpriteMeshData.edges.Count; i++) + { + Edge edge = m_SpriteMeshData.edges[i]; + Vector2 v1 = m_SpriteMeshData.GetPosition(edge.index1); + Vector2 v2 = m_SpriteMeshData.GetPosition(edge.index2); + Vector2 pointTmp = Vector2.zero; + + if (!edge.Contains(ignoreIndex) && MathUtility.SegmentIntersection(p1, p2, v1, v2, ref pointTmp)) + { + float sqrMagnitude = (pointTmp - p1).sqrMagnitude; + if (sqrMagnitude < sqrDistance) + { + sqrDistance = sqrMagnitude; + intersectingEdgeIndex = i; + point = pointTmp; + } + } + } + + return intersectingEdgeIndex != -1; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshController.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshController.cs.meta new file mode 100644 index 00000000..a84fa7d6 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshController.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5796720807c5b4856aea84babbabd4ee +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshView.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshView.cs new file mode 100644 index 00000000..fd00cc71 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshView.cs @@ -0,0 +1,539 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class SpriteMeshView : ISpriteMeshView + { + readonly int m_VertexHashCode = "Vertex".GetHashCode(); + readonly int m_EdgeHashCode = "Edge".GetHashCode(); + const string kDeleteCommandName = "Delete"; + const string kSoftDeleteCommandName = "SoftDelete"; + static readonly Color kEdgeColor = Color.cyan; + static readonly Color kEdgeHoveredColor = Color.yellow; + static readonly Color kEdgeSelectedColor = Color.yellow; + const float kEdgeWidth = 2f; + const float kVertexRadius = 2.5f; + + private class Styles + { + public readonly GUIStyle pointNormalStyle; + public readonly GUIStyle pointHoveredStyle; + public readonly GUIStyle pointSelectedStyle; + + public Styles() + { + Texture2D pointNormal = ResourceLoader.Load("SkinningModule/dotCyan.png"); + Texture2D pointHovered = ResourceLoader.Load("SkinningModule/dotYellow.png"); + Texture2D pointSelected = ResourceLoader.Load("SkinningModule/dotYellow.png"); + + pointNormalStyle = new GUIStyle(); + pointNormalStyle.normal.background = pointNormal; + pointNormalStyle.fixedWidth = 8f; + pointNormalStyle.fixedHeight = 8f; + + pointHoveredStyle = new GUIStyle(); + pointHoveredStyle.normal.background = pointHovered; + pointHoveredStyle.fixedWidth = 10f; + pointHoveredStyle.fixedHeight = 10f; + + pointSelectedStyle = new GUIStyle(); + pointSelectedStyle.normal.background = pointSelected; + pointSelectedStyle.fixedWidth = 10f; + pointSelectedStyle.fixedHeight = 10f; + } + } + + private Styles m_Styles; + private Styles styles + { + get + { + if (m_Styles == null) + m_Styles = new Styles(); + + return m_Styles; + } + } + + int m_HoveredEdge = -1; + int m_HoveredEdgeControlID = -1; + int m_MoveEdgeControlID = -1; + int m_HoveredVertex = -1; + int m_PrevHoveredVertex = -1; + int m_HoveredVertexControlID = -1; + int m_MoveVertexControlID = -1; + Color m_TempColor; + SliderData m_HotSliderData = SliderData.zero; + MeshEditorAction m_PreviousActiveAction = MeshEditorAction.None; + private Vector2 m_MouseWorldPosition; + private float m_NearestVertexDistance; + private float m_NearestEdgeDistance; + private int m_NearestVertex = -1; + private int m_NearestEdge = -1; + + + public SpriteMeshViewMode mode { get; set; } + public ISelection selection { get; set; } + public int defaultControlID { get; set; } + public Rect frame { get; set; } + private IGUIWrapper guiWrapper { get; set; } + + public Vector2 mouseWorldPosition + { + get { return m_MouseWorldPosition; } + } + + public int hoveredVertex + { + get { return m_HoveredVertex; } + } + + public int hoveredEdge + { + get { return m_HoveredEdge; } + } + + public int closestEdge + { + get { return m_NearestEdge; } + } + + public SpriteMeshView(IGUIWrapper gw) + { + guiWrapper = gw; + } + + public void CancelMode() + { + if (mode != SpriteMeshViewMode.EditGeometry) + { + if (guiWrapper.IsKeyDown(KeyCode.Escape) || guiWrapper.IsMouseDown(1)) + { + mode = SpriteMeshViewMode.EditGeometry; + guiWrapper.UseCurrentEvent(); + } + } + } + + public void BeginLayout() + { + var vertexControlID = guiWrapper.GetControlID(m_VertexHashCode, FocusType.Passive); + var edgeControlID = guiWrapper.GetControlID(m_EdgeHashCode, FocusType.Passive); + + if (guiWrapper.eventType == EventType.Layout || guiWrapper.eventType == EventType.MouseMove) + { + m_NearestVertexDistance = float.MaxValue; + m_NearestEdgeDistance = float.MaxValue; + m_NearestVertex = -1; + m_NearestEdge = -1; + m_MouseWorldPosition = guiWrapper.GUIToWorld(guiWrapper.mousePosition); + m_HoveredVertexControlID = vertexControlID; + m_HoveredEdgeControlID = edgeControlID; + m_PrevHoveredVertex = m_HoveredVertex; + m_HoveredVertex = -1; + m_HoveredEdge = -1; + + if (guiWrapper.IsControlHot(0)) + { + m_MoveVertexControlID = -1; + m_MoveEdgeControlID = -1; + } + } + } + + public void EndLayout() + { + guiWrapper.LayoutControl(m_HoveredEdgeControlID, m_NearestEdgeDistance); + guiWrapper.LayoutControl(m_HoveredVertexControlID, m_NearestVertexDistance); + + if(guiWrapper.IsControlNearest(m_HoveredVertexControlID)) + m_HoveredVertex = m_NearestVertex; + + if (guiWrapper.IsControlNearest(m_HoveredEdgeControlID)) + m_HoveredEdge = m_NearestEdge; + + if (guiWrapper.eventType == EventType.Layout || guiWrapper.eventType == EventType.MouseMove) + if (m_PrevHoveredVertex != m_HoveredVertex) + guiWrapper.Repaint(); + } + + public void LayoutVertex(Vector2 position, int index) + { + if (guiWrapper.eventType == EventType.Layout) + { + var distance = guiWrapper.DistanceToCircle(position, kVertexRadius); + + if (distance <= m_NearestVertexDistance) + { + m_NearestVertexDistance = distance; + m_NearestVertex = index; + } + } + } + + public void LayoutEdge(Vector2 startPosition, Vector2 endPosition, int index) + { + if (guiWrapper.eventType == EventType.Layout) + { + var distance = guiWrapper.DistanceToSegment(startPosition, endPosition); + + if (distance < m_NearestEdgeDistance) + { + m_NearestEdgeDistance = distance; + m_NearestEdge = index; + } + } + } + + public bool DoCreateVertex() + { + if (mode == SpriteMeshViewMode.CreateVertex && IsActionActive(MeshEditorAction.CreateVertex)) + ConsumeMouseMoveEvents(); + + if (IsActionTriggered(MeshEditorAction.CreateVertex)) + { + guiWrapper.SetGuiChanged(true); + guiWrapper.UseCurrentEvent(); + + return true; + } + + return false; + } + + public bool DoSelectVertex(out bool additive) + { + additive = false; + + if (IsActionTriggered(MeshEditorAction.SelectVertex)) + { + additive = guiWrapper.isActionKeyDown; + guiWrapper.Repaint(); + return true; + } + + return false; + } + + public bool DoMoveVertex(out Vector2 delta) + { + delta = Vector2.zero; + + if (IsActionTriggered(MeshEditorAction.MoveVertex)) + { + m_MoveVertexControlID = m_HoveredVertexControlID; + m_HotSliderData.position = mouseWorldPosition; + } + + Vector3 newPosition; + if (guiWrapper.DoSlider(m_MoveVertexControlID, m_HotSliderData, out newPosition)) + { + delta = newPosition - m_HotSliderData.position; + m_HotSliderData.position = newPosition; + return true; + } + + return false; + } + + public bool DoMoveEdge(out Vector2 delta) + { + delta = Vector2.zero; + + if (IsActionTriggered(MeshEditorAction.MoveEdge)) + { + m_MoveEdgeControlID = m_HoveredEdgeControlID; + m_HotSliderData.position = mouseWorldPosition; + } + + Vector3 newPosition; + if (guiWrapper.DoSlider(m_MoveEdgeControlID, m_HotSliderData, out newPosition)) + { + delta = newPosition - m_HotSliderData.position; + m_HotSliderData.position = newPosition; + return true; + } + + return false; + } + + public bool DoCreateEdge() + { + if (IsActionActive(MeshEditorAction.CreateEdge)) + ConsumeMouseMoveEvents(); + + if (IsActionTriggered(MeshEditorAction.CreateEdge)) + { + guiWrapper.SetGuiChanged(true); + guiWrapper.UseCurrentEvent(); + return true; + } + + return false; + } + + public bool DoSplitEdge() + { + if (IsActionActive(MeshEditorAction.SplitEdge)) + ConsumeMouseMoveEvents(); + + if (IsActionTriggered(MeshEditorAction.SplitEdge)) + { + guiWrapper.UseCurrentEvent(); + guiWrapper.SetGuiChanged(true); + return true; + } + + return false; + } + + public bool DoSelectEdge(out bool additive) + { + additive = false; + + if (IsActionTriggered(MeshEditorAction.SelectEdge)) + { + additive = guiWrapper.isActionKeyDown; + guiWrapper.Repaint(); + return true; + } + + return false; + } + + public bool DoRemove() + { + if (IsActionTriggered(MeshEditorAction.Remove)) + { + guiWrapper.UseCurrentEvent(); + guiWrapper.SetGuiChanged(true); + return true; + } + + return false; + } + + public void DrawVertex(Vector2 position) + { + DrawingUtility.DrawGUIStyleCap(0, position, Quaternion.identity, 1f, styles.pointNormalStyle); + } + + public void DrawVertexHovered(Vector2 position) + { + DrawingUtility.DrawGUIStyleCap(0, position, Quaternion.identity, 1f, styles.pointHoveredStyle); + } + + public void DrawVertexSelected(Vector2 position) + { + DrawingUtility.DrawGUIStyleCap(0, position, Quaternion.identity, 1f, styles.pointSelectedStyle); + } + + public void BeginDrawEdges() + { + if (guiWrapper.eventType != EventType.Repaint) + return; + + DrawingUtility.BeginSolidLines(); + m_TempColor = Handles.color; + } + + public void EndDrawEdges() + { + if (guiWrapper.eventType != EventType.Repaint) + return; + + DrawingUtility.EndLines(); + Handles.color = m_TempColor; + } + + public void DrawEdge(Vector2 startPosition, Vector2 endPosition) + { + DrawEdge(startPosition, endPosition, kEdgeColor); + } + + public void DrawEdgeHovered(Vector2 startPosition, Vector2 endPosition) + { + DrawEdge(startPosition, endPosition, kEdgeHoveredColor); + } + + public void DrawEdgeSelected(Vector2 startPosition, Vector2 endPosition) + { + DrawEdge(startPosition, endPosition, kEdgeSelectedColor); + } + + public bool IsActionActive(MeshEditorAction action) + { + if (guiWrapper.isAltDown || !guiWrapper.IsControlHot(0)) + return false; + + var canCreateEdge = CanCreateEdge(); + var canSplitEdge = CanSplitEdge(); + + if (action == MeshEditorAction.None) + return guiWrapper.IsControlNearest(defaultControlID); + + if (action == MeshEditorAction.CreateVertex) + { + if(!frame.Contains(mouseWorldPosition)) + return false; + + if (mode == SpriteMeshViewMode.EditGeometry) + return guiWrapper.IsControlNearest(defaultControlID); + + if (mode == SpriteMeshViewMode.CreateVertex) + return hoveredVertex == -1; + } + + if (action == MeshEditorAction.MoveVertex) + return guiWrapper.IsControlNearest(m_HoveredVertexControlID); + + if (action == MeshEditorAction.CreateEdge) + return canCreateEdge; + + if (action == MeshEditorAction.SplitEdge) + return canSplitEdge; + + if (action == MeshEditorAction.MoveEdge) + return guiWrapper.IsControlNearest(m_HoveredEdgeControlID); + + if (action == MeshEditorAction.SelectVertex) + return guiWrapper.IsControlNearest(m_HoveredVertexControlID); + + if (action == MeshEditorAction.SelectEdge) + return mode == SpriteMeshViewMode.EditGeometry && + guiWrapper.IsControlNearest(m_HoveredEdgeControlID) && + !canCreateEdge && !canSplitEdge; + + if (action == MeshEditorAction.Remove) + return true; + + return false; + } + + public bool IsActionHot(MeshEditorAction action) + { + if (action == MeshEditorAction.None) + return guiWrapper.IsControlHot(0); + + if (action == MeshEditorAction.MoveVertex) + return guiWrapper.IsControlHot(m_HoveredVertexControlID); + + if (action == MeshEditorAction.MoveEdge) + return guiWrapper.IsControlHot(m_HoveredEdgeControlID); + + return false; + } + + public bool IsActionTriggered(MeshEditorAction action) + { + if (!IsActionActive(action)) + return false; + + if (action == MeshEditorAction.CreateVertex) + { + if (mode == SpriteMeshViewMode.EditGeometry) + return guiWrapper.IsMouseDown(0) && guiWrapper.clickCount == 2; + } + + if (action == MeshEditorAction.Remove) + { + if ((guiWrapper.eventType == EventType.ValidateCommand || guiWrapper.eventType == EventType.ExecuteCommand) + && (guiWrapper.commandName == kSoftDeleteCommandName || guiWrapper.commandName == kDeleteCommandName)) + { + if (guiWrapper.eventType == EventType.ExecuteCommand) + return true; + + guiWrapper.UseCurrentEvent(); + } + + return false; + } + + if(action != MeshEditorAction.None) + return guiWrapper.IsMouseDown(0); + + return false; + } + + public Vector2 WorldToScreen(Vector2 position) + { + return HandleUtility.WorldToGUIPoint(position); + } + + private void ConsumeMouseMoveEvents() + { + if (guiWrapper.eventType == EventType.MouseMove || (guiWrapper.eventType == EventType.MouseDrag && guiWrapper.mouseButton == 0)) + guiWrapper.UseCurrentEvent(); + } + + private bool CanCreateEdge() + { + if(!frame.Contains(mouseWorldPosition) || !(guiWrapper.IsControlNearest(defaultControlID) || guiWrapper.IsControlNearest(m_HoveredVertexControlID) || guiWrapper.IsControlNearest(m_HoveredEdgeControlID))) + return false; + + if (mode == SpriteMeshViewMode.EditGeometry) + return guiWrapper.isShiftDown && selection.Count == 1 && !selection.Contains(hoveredVertex); + + if (mode == SpriteMeshViewMode.CreateEdge) + return selection.Count == 1 && !selection.Contains(hoveredVertex); + + return false; + } + + private bool CanSplitEdge() + { + if(!frame.Contains(mouseWorldPosition) || !(guiWrapper.IsControlNearest(defaultControlID) || guiWrapper.IsControlNearest(m_HoveredEdgeControlID))) + return false; + + if (mode == SpriteMeshViewMode.EditGeometry) + return guiWrapper.isShiftDown && m_NearestEdge != -1 && hoveredVertex == -1 && selection.Count == 0; + + if (mode == SpriteMeshViewMode.SplitEdge) + return m_NearestEdge != -1 && hoveredVertex == -1; + + return false; + } + + private void DrawEdge(Vector2 startPosition, Vector2 endPosition, Color color) + { + if (guiWrapper.eventType != EventType.Repaint) + return; + + Handles.color = color; + float width = kEdgeWidth / Handles.matrix.m00; + + DrawingUtility.DrawSolidLine(width, startPosition, endPosition); + } + + public void DoRepaint() + { + if(guiWrapper.eventType != EventType.Layout) + return; + + var action = MeshEditorAction.None; + + if(IsActionActive(MeshEditorAction.CreateVertex)) + action = MeshEditorAction.CreateVertex; + else if(IsActionActive(MeshEditorAction.CreateEdge)) + action = MeshEditorAction.CreateEdge; + else if(IsActionActive(MeshEditorAction.SplitEdge)) + action = MeshEditorAction.SplitEdge; + + if(m_PreviousActiveAction != action) + { + m_PreviousActiveAction = action; + guiWrapper.Repaint(); + } + } + + public bool CanRepaint() + { + return guiWrapper.eventType == EventType.Repaint; + } + + public bool CanLayout() + { + return guiWrapper.eventType == EventType.Layout; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshView.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshView.cs.meta new file mode 100644 index 00000000..81066c7b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/SpriteMeshView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 07512ec0d03c84285a2573a5747097d4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/UnselectTool.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/UnselectTool.cs new file mode 100644 index 00000000..1cfaaa9a --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/UnselectTool.cs @@ -0,0 +1,33 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class UnselectTool + { + private Unselector m_Unselector = new Unselector(); + public ICacheUndo cacheUndo { get; set; } + public ISelection selection + { + get { return m_Unselector.selection; } + set { m_Unselector.selection = value; } + } + public Action onUnselect = () => {}; + + public void OnGUI() + { + Debug.Assert(cacheUndo != null); + Debug.Assert(selection != null); + + var e = Event.current; + + if (selection.Count > 0 && e.type == EventType.MouseDown && e.button == 1 && !e.alt) + { + cacheUndo.BeginUndoOperation(TextContent.clearSelection); + m_Unselector.Select(); + e.Use(); + onUnselect.Invoke(); + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/UnselectTool.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/UnselectTool.cs.meta new file mode 100644 index 00000000..680dead7 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/UnselectTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 61f1168dfbac54f04b6068f199c35704 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/WeightInspector.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/WeightInspector.cs new file mode 100644 index 00000000..f3617571 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/WeightInspector.cs @@ -0,0 +1,129 @@ +using UnityEngine; +using UnityEditor.U2D.Sprites; + +namespace UnityEditor.U2D.Animation +{ + internal class WeightInspector + { + private SpriteMeshDataController m_SpriteMeshDataController = new SpriteMeshDataController(); + private GUIContent[] m_BoneNameContents; + + public ISpriteMeshData spriteMeshData + { + get { return m_SpriteMeshDataController.spriteMeshData; } + set + { + if (spriteMeshData != value) + m_SpriteMeshDataController.spriteMeshData = value; + } + } + + public GUIContent[] boneNames + { + get { return m_BoneNameContents; } + set { m_BoneNameContents = value; } + } + + public ICacheUndo cacheUndo { get; set; } + public ISelection selection { get; set; } + public int controlID { get { return 0; } } + + private bool m_UndoRegistered = false; + + protected ISpriteEditor spriteEditor + { + get; private set; + } + + public void OnInspectorGUI() + { + ChannelsGUI(); + } + + private void ChannelsGUI() + { + if (GUIUtility.hotControl == 0) + m_UndoRegistered = false; + + for (int channel = 0; channel < 4; ++channel) + { + var enabled = false; + var boneIndex = -1; + var weight = 0f; + var isChannelEnabledMixed = false; + var isBoneIndexMixed = false; + var isWeightMixed = false; + + if (spriteMeshData != null) + m_SpriteMeshDataController.GetMultiEditChannelData(selection, channel, out enabled, out boneIndex, out weight, out isChannelEnabledMixed, out isBoneIndexMixed, out isWeightMixed); + + var newEnabled = enabled; + var newBoneIndex = boneIndex; + var newWeight = weight; + + EditorGUI.BeginChangeCheck(); + + WeightChannelDrawer(ref newEnabled, ref newBoneIndex, ref newWeight, isChannelEnabledMixed, isBoneIndexMixed, isWeightMixed); + + if (EditorGUI.EndChangeCheck()) + { + RegisterUndo(); + m_SpriteMeshDataController.SetMultiEditChannelData(selection, channel, enabled, newEnabled, boneIndex, newBoneIndex, weight, newWeight); + } + } + } + + private void WeightChannelDrawer( + ref bool isChannelEnabled, ref int boneIndex, ref float weight, + bool isChannelEnabledMixed = false, bool isBoneIndexMixed = false, bool isWeightMixed = false) + { + EditorGUILayout.BeginHorizontal(); + + EditorGUIUtility.fieldWidth = 1f; + EditorGUIUtility.labelWidth = 1f; + + EditorGUI.showMixedValue = isChannelEnabledMixed; + isChannelEnabled = EditorGUILayout.Toggle(GUIContent.none, isChannelEnabled); + + EditorGUIUtility.fieldWidth = 30f; + EditorGUIUtility.labelWidth = 30f; + + using (new EditorGUI.DisabledScope(!isChannelEnabled && !isChannelEnabledMixed)) + { + int tempBoneIndex = GUI.enabled ? boneIndex : -1; + + EditorGUI.BeginChangeCheck(); + + EditorGUIUtility.fieldWidth = 80f; + + EditorGUI.showMixedValue = GUI.enabled && isBoneIndexMixed; + tempBoneIndex = EditorGUILayout.Popup(tempBoneIndex, m_BoneNameContents); + + if (EditorGUI.EndChangeCheck()) + boneIndex = tempBoneIndex; + + EditorGUIUtility.fieldWidth = 32f; + EditorGUI.showMixedValue = isWeightMixed; + weight = EditorGUILayout.Slider(GUIContent.none, weight, 0f, 1f); + } + + EditorGUILayout.EndHorizontal(); + + EditorGUI.showMixedValue = false; + EditorGUIUtility.labelWidth = -1; + EditorGUIUtility.fieldWidth = -1; + } + + private void RegisterUndo() + { + if (m_UndoRegistered) + return; + + Debug.Assert(cacheUndo != null); + + cacheUndo.BeginUndoOperation(TextContent.editWeights); + + m_UndoRegistered = true; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/WeightInspector.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/WeightInspector.cs.meta new file mode 100644 index 00000000..b2405a83 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IMGUI/WeightInspector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3610f44c4cf884dad93f89fe4f19b8db +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IconUtility.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IconUtility.cs new file mode 100644 index 00000000..b3f13061 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IconUtility.cs @@ -0,0 +1,30 @@ +using System.IO; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal static class IconUtility + { + static public readonly string k_LightIconResourcePath = "SkinningModule/Icons/Light"; + static public readonly string k_DarkIconResourcePath = "SkinningModule/Icons/Dark"; + static public readonly string k_SelectedResourceIconPath = "SkinningModule/Icons/Selected"; + + public static Texture2D LoadIconResource(string name, string personalPath, string proPath) + { + string iconPath = ""; + + if (EditorGUIUtility.isProSkin && !string.IsNullOrEmpty(proPath)) + iconPath = Path.Combine(proPath, "d_" + name); + else + iconPath = Path.Combine(personalPath, name); + if (EditorGUIUtility.pixelsPerPoint > 1.0f) + { + var icon2x = ResourceLoader.Load(iconPath + "@2x.png"); + if (icon2x != null) + return icon2x; + } + + return ResourceLoader.Load(iconPath+".png"); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IconUtility.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IconUtility.cs.meta new file mode 100644 index 00000000..c0f2c21e --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/IconUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b5575e7bca1590549b79930bc2df9679 +MonoImporter: + 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Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MathUtility.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MathUtility.cs new file mode 100644 index 00000000..ab20be77 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MathUtility.cs @@ -0,0 +1,136 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal static class MathUtility + { + public static float DistanceToSegmentClamp(Vector3 p, Vector3 p1, Vector3 p2) + { + float l2 = (p2 - p1).sqrMagnitude; // i.e. |b-a|^2 - avoid a sqrt + if (l2 == 0.0) + return float.MaxValue; // a == b case + float t = Vector3.Dot(p - p1, p2 - p1) / l2; + if (t < 0.0) + return float.MaxValue; // Beyond the 'a' end of the segment + if (t > 1.0) + return float.MaxValue; // Beyond the 'b' end of the segment + Vector3 projection = p1 + t * (p2 - p1); // Projection falls on the segment + return (p - projection).magnitude; + } + + public static Vector2 ClampPositionToRect(Vector2 position, Rect rect) + { + return new Vector2(Mathf.Clamp(position.x, rect.xMin, rect.xMax), Mathf.Clamp(position.y, rect.yMin, rect.yMax)); + } + + public static Vector2 MoveRectInsideFrame(Rect rect, Rect frame, Vector2 delta) + { + if (frame.size.x <= rect.size.x) + delta.x = 0f; + + if (frame.size.y <= rect.size.y) + delta.y = 0f; + + Vector2 min = rect.min + delta; + Vector2 max = rect.max + delta; + Vector2 size = rect.size; + Vector2 position = rect.position; + + max.x = Mathf.Clamp(max.x, frame.min.x, frame.max.x); + max.y = Mathf.Clamp(max.y, frame.min.y, frame.max.y); + + min = max - size; + + min.x = Mathf.Clamp(min.x, frame.min.x, frame.max.x); + min.y = Mathf.Clamp(min.y, frame.min.y, frame.max.y); + + max = min + size; + + rect.min = min; + rect.max = max; + + delta = rect.position - position; + + return delta; + } + + public static bool SegmentIntersection(Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3, ref Vector2 point) + { + Vector2 s1 = p1 - p0; + Vector2 s2 = p3 - p2; + + float s, t, determinant; + determinant = (s1.x * s2.y - s2.x * s1.y); + + if (Mathf.Approximately(determinant, 0f)) + return false; + + s = (-s1.y * (p0.x - p2.x) + s1.x * (p0.y - p2.y)) / determinant; + t = (s2.x * (p0.y - p2.y) - s2.y * (p0.x - p2.x)) / determinant; + + if (s >= 0f && s <= 1f && t >= 0f && t <= 1f) + { + point = p0 + (t * s1); + return true; + } + + return false; + } + + //https://gamedev.stackexchange.com/a/49370 + public static void Barycentric(Vector2 p, Vector2 a, Vector2 b, Vector2 c, out Vector3 coords) + { + Vector2 v0 = b - a, v1 = c - a, v2 = p - a; + float d00 = Vector2.Dot(v0, v0); + float d01 = Vector2.Dot(v0, v1); + float d11 = Vector2.Dot(v1, v1); + float d20 = Vector2.Dot(v2, v0); + float d21 = Vector2.Dot(v2, v1); + float invDenom = 1f / (d00 * d11 - d01 * d01); + coords.y = (d11 * d20 - d01 * d21) * invDenom; + coords.z = (d00 * d21 - d01 * d20) * invDenom; + coords.x = 1f - coords.y - coords.z; + } + + public static Quaternion NormalizeQuaternion(Quaternion q) + { + Vector4 v = new Vector4(q.x, q.y, q.z, q.w).normalized; + return new Quaternion(v.x, v.y, v.z, v.w); + } + + //From: https://answers.unity.com/questions/861719/a-fast-triangle-triangle-intersection-algorithm-fo.html + public static bool Intersect(Vector3 p1, Vector3 p2, Vector3 p3, Ray ray) + { + Vector3 e1, e2; + Vector3 p, q, t; + float det, invDet, u, v; + e1 = p2 - p1; + e2 = p3 - p1; + p = Vector3.Cross(ray.direction, e2); + det = Vector3.Dot(e1, p); + + if (Mathf.Approximately(det, 0f)) + return false; + + invDet = 1.0f / det; + + t = ray.origin - p1; + u = Vector3.Dot(t, p) * invDet; + + if (u < 0 || u > 1) + return false; + + q = Vector3.Cross(t, e1); + v = Vector3.Dot(ray.direction, q) * invDet; + + if (v < 0 || u + v > 1) + return false; + + if ((Vector3.Dot(e2, q) * invDet) > 0f) + return true; + + return false; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MathUtility.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MathUtility.cs.meta new file mode 100644 index 00000000..0ea36e74 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MathUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5e4f2af0145cfe44797338834d0b013a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool.meta new file mode 100644 index 00000000..7b2e9769 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9aa898c2e4f1cbc4ba5d122fc7b47317 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs new file mode 100644 index 00000000..fbd94926 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs @@ -0,0 +1,13 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal interface IMeshPreviewBehaviour + { + float GetWeightMapOpacity(SpriteCache sprite); + bool DrawWireframe(SpriteCache sprite); + bool Overlay(SpriteCache sprite); + bool OverlayWireframe(SpriteCache sprite); + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs.meta new file mode 100644 index 00000000..dbb10222 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/IMeshPreviewBehaviour.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aeeab8c4e75a1e8419b0eed0716d850a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs new file mode 100644 index 00000000..0f550df4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs @@ -0,0 +1,73 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class DefaultPreviewBehaviour : IMeshPreviewBehaviour + { + public float GetWeightMapOpacity(SpriteCache sprite) + { + return 0f; + } + + public bool DrawWireframe(SpriteCache sprite) + { + return false; + } + + public bool Overlay(SpriteCache sprite) + { + return false; + } + + public bool OverlayWireframe(SpriteCache sprite) + { + return sprite.IsVisible() && sprite.skinningCache.selectedSprite == sprite; + } + } + + internal class MeshPreviewBehaviour : IMeshPreviewBehaviour + { + public bool showWeightMap { get; set; } + public bool drawWireframe { get; set; } + public bool overlaySelected { get; set; } + + public float GetWeightMapOpacity(SpriteCache sprite) + { + var skinningCache = sprite.skinningCache; + + if (showWeightMap) + { + if (skinningCache.selectedSprite == sprite || skinningCache.selectedSprite == null) + return VisibilityToolSettings.meshOpacity; + } + + return 0f; + } + + public bool DrawWireframe(SpriteCache sprite) + { + var skinningCache = sprite.skinningCache; + + if (drawWireframe) + return skinningCache.selectedSprite == null; + + return false; + } + + public bool Overlay(SpriteCache sprite) + { + var skinningCache = sprite.skinningCache; + + if (overlaySelected && skinningCache.selectedSprite == sprite) + return true; + + return false; + } + + public bool OverlayWireframe(SpriteCache sprite) + { + return sprite.IsVisible() && sprite.skinningCache.selectedSprite == sprite; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs.meta new file mode 100644 index 00000000..ee7fe19b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewBehaviour.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8f503e223cd1e624d9aae16f915047f3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs new file mode 100644 index 00000000..0218de06 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs @@ -0,0 +1,331 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class MeshPreviewTool : BaseTool + { + [SerializeField] + private Material m_Material; + private List m_Sprites; + private IMeshPreviewBehaviour m_DefaultPreviewBehaviour = new DefaultPreviewBehaviour(); + + public IMeshPreviewBehaviour previewBehaviourOverride { get; set; } + public override IMeshPreviewBehaviour previewBehaviour + { + get + { + if (previewBehaviourOverride != null) + return previewBehaviourOverride; + + return m_DefaultPreviewBehaviour; + } + } + + internal override void OnCreate() + { + m_Material = new Material(Shader.Find("Hidden/SkinningModule-GUITextureClip")); + m_Material.hideFlags = HideFlags.DontSave; + } + + internal override void OnDestroy() + { + base.OnDestroy(); + + Debug.Assert(m_Material != null); + + DestroyImmediate(m_Material); + } + + protected override void OnActivate() + { + m_Sprites = new List(skinningCache.GetSprites()); + + DirtyMeshesAll(); + + skinningCache.events.meshChanged.AddListener(MeshChanged); + skinningCache.events.characterPartChanged.AddListener(CharacterPartChanged); + skinningCache.events.skeletonPreviewPoseChanged.AddListener(SkeletonChanged); + skinningCache.events.skeletonBindPoseChanged.AddListener(SkeletonChanged); + skinningCache.events.skinningModeChanged.AddListener(SkinningModuleModeChanged); + } + + protected override void OnDeactivate() + { + skinningCache.events.meshChanged.RemoveListener(MeshChanged); + skinningCache.events.skeletonPreviewPoseChanged.RemoveListener(SkeletonChanged); + skinningCache.events.skeletonBindPoseChanged.RemoveListener(SkeletonChanged); + skinningCache.events.skinningModeChanged.RemoveListener(SkinningModuleModeChanged); + } + + protected override void OnGUI() + { + Prepare(); + + if (Event.current.type == EventType.Repaint) + { + //DrawDefaultSpriteMeshes(); + DrawSpriteMeshes(); + } + } + + public void DrawOverlay() + { + if (Event.current.type != EventType.Repaint) + return; + + if (skinningCache.mode == SkinningMode.SpriteSheet) + { + foreach (var sprite in m_Sprites) + { + if (previewBehaviour.Overlay(sprite)) + DrawSpriteMesh(sprite); + } + } + else + { + var character = skinningCache.character; + Debug.Assert(character != null); + + var parts = character.parts; + foreach (var part in parts) + { + if (part.isVisible && previewBehaviour.Overlay(part.sprite)) + DrawSpriteMesh(part.sprite); + } + } + } + + public void OverlayWireframe() + { + if (Event.current.type != EventType.Repaint) + return; + + foreach (var sprite in m_Sprites) + if (previewBehaviour.OverlayWireframe(sprite)) + DrawWireframe(sprite); + } + + private void CharacterPartChanged(CharacterPartCache characterPart) + { + var meshPreview = characterPart.sprite.GetMeshPreview(); + Debug.Assert(meshPreview != null); + meshPreview.SetSkinningDirty(); + } + + private void MeshChanged(MeshCache mesh) + { + var meshPreview = mesh.sprite.GetMeshPreview(); + Debug.Assert(meshPreview != null); + meshPreview.SetMeshDirty(); + } + + private void SkeletonChanged(SkeletonCache skeleton) + { + DirtySkinningAll(); + } + + private void SkinningModuleModeChanged(SkinningMode mode) + { + DirtyMeshesAll(); + } + + private void DirtyMeshesAll() + { + foreach (var sprite in m_Sprites) + { + var meshPreview = sprite.GetMeshPreview(); + + if (meshPreview != null) + meshPreview.SetMeshDirty(); + } + } + + private void DirtySkinningAll() + { + foreach (var sprite in m_Sprites) + { + var meshPreview = sprite.GetMeshPreview(); + Debug.Assert(meshPreview != null); + meshPreview.SetSkinningDirty(); + } + } + + private void Prepare() + { + foreach (var sprite in m_Sprites) + { + var meshPreview = sprite.GetMeshPreview(); + Debug.Assert(meshPreview != null); + meshPreview.enableSkinning = true; + meshPreview.Prepare(); + } + } + + private void DrawDefaultSpriteMeshes() + { + Debug.Assert(Event.current.type == EventType.Repaint); + + if (skinningCache.mode == SkinningMode.SpriteSheet) + { + foreach (var sprite in m_Sprites) + DrawDefaultSpriteMesh(sprite); + } + else + { + var character = skinningCache.character; + Debug.Assert(character != null); + + var parts = character.parts; + foreach (var part in parts) + { + if (part.isVisible) + DrawDefaultSpriteMesh(part.sprite); + } + } + } + + private void DrawDefaultSpriteMesh(SpriteCache sprite) + { + Debug.Assert(m_Material != null); + + var meshPreview = sprite.GetMeshPreview(); + var meshCache = sprite.GetMesh(); + var skeleton = skinningCache.GetEffectiveSkeleton(sprite); + + Debug.Assert(meshPreview != null); + + if (meshPreview.canSkin == false || skeleton.isPosePreview == false) + { + m_Material.mainTexture = meshCache.textureDataProvider.texture; + m_Material.SetFloat("_Opacity", 1f); + m_Material.SetFloat("_VertexColorBlend", 0f); + m_Material.color = new Color(1f, 1f, 1f, 1f); + + DrawingUtility.DrawMesh(meshPreview.defaultMesh, m_Material, sprite.GetLocalToWorldMatrixFromMode()); + } + } + + private void DrawSpriteMeshes() + { + Debug.Assert(Event.current.type == EventType.Repaint); + + if (skinningCache.mode == SkinningMode.SpriteSheet) + { + foreach (var sprite in m_Sprites) + { + if (previewBehaviour.Overlay(sprite)) + continue; + + DrawSpriteMesh(sprite); + } + } + else + { + var character = skinningCache.character; + Debug.Assert(character != null); + + var parts = character.parts; + var selected = skinningCache.selectedSprite; + var selectedVisible = false; + foreach (var part in parts) + { + if (previewBehaviour.Overlay(part.sprite)) + continue; + + if (part.sprite == selected) + selectedVisible = part.isVisible; + else if (part.isVisible) + DrawSpriteMesh(part.sprite); + } + + if (selectedVisible && selected != null) + DrawSpriteMesh(selected); + } + } + + private void DrawSpriteMesh(SpriteCache sprite) + { + var weightMapOpacity = previewBehaviour.GetWeightMapOpacity(sprite); + DrawSpriteMesh(sprite, weightMapOpacity); + + if (previewBehaviour.DrawWireframe(sprite)) + DrawWireframe(sprite); + } + + private void DrawSpriteMesh(SpriteCache sprite, float weightMapOpacity) + { + Debug.Assert(m_Material != null); + + var meshPreview = sprite.GetMeshPreview(); + var meshCache = sprite.GetMesh(); + + Debug.Assert(meshPreview != null); + + if (meshPreview.mesh == null || meshPreview.mesh.vertexCount == 0) + { + DrawDefaultSpriteMesh(sprite); + } + else + { + m_Material.mainTexture = meshCache.textureDataProvider.texture; + m_Material.SetFloat("_Opacity", 1f); + m_Material.SetFloat("_VertexColorBlend", weightMapOpacity); + + m_Material.color = Color.white; + + DrawingUtility.DrawMesh(meshPreview.mesh, m_Material, sprite.GetLocalToWorldMatrixFromMode()); + } + } + + private void DrawSelectedSpriteWeightMap() + { + var selectedSprite = skinningCache.selectedSprite; + + if (selectedSprite != null) + { + var opacity = GetWeightOpacityFromCurrentTool(); + + if (opacity > 0f) + DrawSpriteMesh(selectedSprite, opacity); + } + } + + private float GetWeightOpacityFromCurrentTool() + { + return IsWeightTool() ? VisibilityToolSettings.meshOpacity : 0f; + } + + private bool IsWeightTool() + { + var currentTool = skinningCache.selectedTool; + + if (currentTool == skinningCache.GetTool(Tools.WeightSlider) || + currentTool == skinningCache.GetTool(Tools.WeightBrush) || + currentTool == skinningCache.GetTool(Tools.BoneInfluence) || + currentTool == skinningCache.GetTool(Tools.GenerateWeights)) + return true; + + return false; + } + + private void DrawWireframe(SpriteCache sprite) + { + Debug.Assert(Event.current.type == EventType.Repaint); + Debug.Assert(sprite != null); + + var meshPreview = sprite.GetMeshPreview(); + Debug.Assert(meshPreview != null); + + m_Material.mainTexture = null; + m_Material.SetFloat("_Opacity", 0.35f); + m_Material.SetFloat("_VertexColorBlend", 0f); + m_Material.color = Color.white; + + GL.wireframe = true; + DrawingUtility.DrawMesh(meshPreview.mesh, m_Material, sprite.GetLocalToWorldMatrixFromMode()); + GL.wireframe = false; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs.meta new file mode 100644 index 00000000..5188f64f --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshPreviewTool/MeshPreviewTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 90e762d3b06944889a5d95fc12a8db68 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool.meta new file mode 100644 index 00000000..7388d58b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 9ee4e8d7932896548ab9dd0fa6efebc5 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshTool.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshTool.cs new file mode 100644 index 00000000..696ed8f7 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshTool.cs @@ -0,0 +1,186 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal partial class MeshTool : BaseTool + { + private MeshCache m_Mesh; + private ISelection m_SelectionOverride; + private SpriteMeshController m_SpriteMeshController; + private SpriteMeshView m_SpriteMeshView; + private RectSelectionTool m_RectSelectionTool = new RectSelectionTool(); + private RectVertexSelector m_RectVertexSelector = new RectVertexSelector(); + private UnselectTool m_UnselectTool = new UnselectTool(); + private ITriangulator m_Triangulator; + + public MeshCache mesh + { + get { return m_Mesh; } + } + + public SpriteMeshViewMode mode + { + get { return m_SpriteMeshView.mode; } + set { m_SpriteMeshView.mode = value; } + } + + public bool disable + { + get { return m_SpriteMeshController.disable; } + set { m_SpriteMeshController.disable = value; } + } + + public ISelection selectionOverride + { + get { return m_SelectionOverride; } + set { m_SelectionOverride = value; } + } + + public override int defaultControlID + { + get + { + if (m_Mesh == null) + return 0; + + return m_RectSelectionTool.controlID; + } + } + + private ISelection selection + { + get + { + if(selectionOverride != null) + return selectionOverride; + return skinningCache.vertexSelection; + } + } + + internal override void OnCreate() + { + m_SpriteMeshController = new SpriteMeshController(); + m_SpriteMeshView = new SpriteMeshView(new GUIWrapper()); + m_Triangulator = new Triangulator(); + } + + protected override void OnActivate() + { + m_SpriteMeshController.disable = false; + m_SelectionOverride = null; + + SetupSprite(skinningCache.selectedSprite); + + skinningCache.events.selectedSpriteChanged.AddListener(OnSelectedSpriteChanged); + } + + protected override void OnDeactivate() + { + skinningCache.events.selectedSpriteChanged.RemoveListener(OnSelectedSpriteChanged); + } + + private void OnSelectedSpriteChanged(SpriteCache sprite) + { + SetupSprite(sprite); + } + + internal void SetupSprite(SpriteCache sprite) + { + var mesh = sprite.GetMesh(); + + if (m_Mesh != null + && m_Mesh != mesh + && selection.Count > 0) + selection.Clear(); + + m_Mesh = mesh; + m_SpriteMeshController.spriteMeshData = m_Mesh; + } + + private void SetupGUI() + { + m_SpriteMeshController.spriteMeshView = m_SpriteMeshView; + m_SpriteMeshController.triangulator = m_Triangulator; + m_SpriteMeshController.cacheUndo = skinningCache; + m_RectSelectionTool.cacheUndo = skinningCache; + m_RectSelectionTool.rectSelector = m_RectVertexSelector; + m_RectVertexSelector.selection = selection; + m_UnselectTool.cacheUndo = skinningCache; + m_UnselectTool.selection = selection; + + m_SpriteMeshController.frame = new Rect(Vector2.zero, m_Mesh.sprite.textureRect.size); + m_SpriteMeshController.selection = selection; + m_SpriteMeshView.defaultControlID = defaultControlID; + m_RectVertexSelector.spriteMeshData = m_Mesh; + } + + protected override void OnGUI() + { + if (m_Mesh == null) + return; + + SetupGUI(); + + var handlesMatrix = Handles.matrix; + Handles.matrix *= m_Mesh.sprite.GetLocalToWorldMatrixFromMode(); + + BeginPositionOverride(); + + EditorGUI.BeginChangeCheck(); + + var guiEnabled = GUI.enabled; + var moveAction = m_SpriteMeshController.spriteMeshView.IsActionHot(MeshEditorAction.MoveEdge) || m_SpriteMeshController.spriteMeshView.IsActionHot(MeshEditorAction.MoveVertex); + GUI.enabled = (!skinningCache.IsOnVisualElement() && guiEnabled) || moveAction; + m_SpriteMeshController.OnGUI(); + GUI.enabled = guiEnabled; + + if (EditorGUI.EndChangeCheck()) + UpdateMesh(); + + m_RectSelectionTool.OnGUI(); + m_UnselectTool.OnGUI(); + + Handles.matrix = handlesMatrix; + + EndPositionOverride(); + } + + public void BeginPositionOverride() + { + if(m_Mesh != null) + { + m_Mesh.vertexPositionOverride = null; + + var skeleton = skinningCache.GetEffectiveSkeleton(m_Mesh.sprite); + + Debug.Assert(skeleton != null); + + if (skeleton.isPosePreview) + m_Mesh.vertexPositionOverride = m_Mesh.sprite.GetMeshPreview().vertices; + } + } + + public void EndPositionOverride() + { + if(m_Mesh != null) + m_Mesh.vertexPositionOverride = null; + } + + public void UpdateWeights() + { + InvokeMeshChanged(); + } + + public void UpdateMesh() + { + InvokeMeshChanged(); + } + + private void InvokeMeshChanged() + { + if(m_Mesh != null) + skinningCache.events.meshChanged.Invoke(m_Mesh); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshTool.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshTool.cs.meta new file mode 100644 index 00000000..62c593c1 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 72bf58aecc1877e48b77ac8a0408b0c6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs new file mode 100644 index 00000000..5f492c50 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs @@ -0,0 +1,101 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class MeshToolWrapper : BaseTool + { + private MeshTool m_MeshTool; + private SkeletonTool m_SkeletonTool; + private SpriteMeshViewMode m_MeshMode; + private bool m_Disable = false; + private SkeletonMode m_SkeletonMode; + protected MeshPreviewBehaviour m_MeshPreviewBehaviour = new MeshPreviewBehaviour(); + + public MeshTool meshTool + { + get { return m_MeshTool; } + set { m_MeshTool = value; } + } + + public SkeletonTool skeletonTool + { + get { return m_SkeletonTool; } + set { m_SkeletonTool = value; } + } + + public SpriteMeshViewMode meshMode + { + get { return m_MeshMode; } + set { m_MeshMode = value; } + } + + public bool disableMeshEditor + { + get { return m_Disable; } + set { m_Disable = value; } + } + + public SkeletonMode skeletonMode + { + get { return m_SkeletonMode; } + set { m_SkeletonMode = value; } + } + + public override int defaultControlID + { + get + { + Debug.Assert(meshTool != null); + + return meshTool.defaultControlID; + } + } + + public override IMeshPreviewBehaviour previewBehaviour + { + get { return m_MeshPreviewBehaviour; } + } + + protected override void OnActivate() + { + Debug.Assert(meshTool != null); + skeletonTool.enableBoneInspector = false; + skeletonTool.Activate(); + meshTool.Activate(); + m_MeshPreviewBehaviour.drawWireframe = true; + m_MeshPreviewBehaviour.showWeightMap = false; + m_MeshPreviewBehaviour.overlaySelected = false; + } + + protected override void OnDeactivate() + { + skeletonTool.Deactivate(); + meshTool.Deactivate(); + } + + protected override void OnGUI() + { + DoSkeletonGUI(); + DoMeshGUI(); + } + + protected void DoSkeletonGUI() + { + Debug.Assert(skeletonTool != null); + + skeletonTool.mode = skeletonMode; + skeletonTool.editBindPose = false; + skeletonTool.DoGUI(); + } + + protected void DoMeshGUI() + { + Debug.Assert(meshTool != null); + + meshTool.disable = disableMeshEditor; + meshTool.mode = meshMode; + meshTool.DoGUI(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs.meta new file mode 100644 index 00000000..fab7dd16 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/MeshTool/MeshToolWrapper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 19c21ce977fd53a46857b0dac2845685 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleToolGroup.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleToolGroup.cs new file mode 100644 index 00000000..a54612d9 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleToolGroup.cs @@ -0,0 +1,98 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class ModuleToolGroup + { + class ToolGroupEntry + { + public BaseTool tool; + public Action activateCallback; + } + + class ToolGroup + { + public int groupId; + public List tools = new List(); + public int previousToolIndex; + } + List m_ToolGroups = new List(); + + public void AddToolToGroup(int groupId, BaseTool tool, Action toolActivatedCallback) + { + List tools = null; + for (int i = 0; i < m_ToolGroups.Count; ++i) + { + if (m_ToolGroups[i].groupId == groupId) + { + tools = m_ToolGroups[i].tools; + } + + var toolIndex = m_ToolGroups[i].tools.FindIndex(x => x.tool == tool); + if (toolIndex != -1) + { + Debug.LogError(string.Format("{0} already exist in group.", tool.name)); + return; + } + } + + if (tools == null) + { + var toolGroup = new ToolGroup() + { + groupId = groupId + }; + tools = toolGroup.tools; + m_ToolGroups.Add(toolGroup); + } + + tools.Add(new ToolGroupEntry() + { + tool = tool, + activateCallback = toolActivatedCallback + }); + } + + public void ActivateTool(BaseTool tool) + { + var toolGroupIndex = -1; + var groupTool = m_ToolGroups.FirstOrDefault(x => + { + toolGroupIndex = x.tools.FindIndex(y => y.tool == tool); + return toolGroupIndex >= 0; + }); + + if (groupTool != null && toolGroupIndex >= 0) + { + var previousTool = groupTool.previousToolIndex >= 0 ? groupTool.tools[groupTool.previousToolIndex] : null; + if (tool.isActive) // we want to deactivate the tool and switch to original + { + tool.Deactivate(); + if (previousTool != null && previousTool.tool != tool && previousTool.tool != null) + { + previousTool.tool.Activate(); + groupTool.previousToolIndex = toolGroupIndex; + } + } + else + { + for (int i = 0; i < groupTool.tools.Count; ++i) + { + var gt = groupTool.tools[i]; + if (gt.tool.isActive) + { + groupTool.previousToolIndex = i; + gt.tool.Deactivate(); + } + } + tool.Activate(); + if (groupTool.tools[toolGroupIndex].activateCallback != null) + groupTool.tools[toolGroupIndex].activateCallback(); + } + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleToolGroup.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleToolGroup.cs.meta new file mode 100644 index 00000000..57a0b735 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleToolGroup.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ebefc406fa7f065458cfccf8e07be2f9 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleUtility.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleUtility.cs new file mode 100644 index 00000000..b21b2e06 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleUtility.cs @@ -0,0 +1,128 @@ +using UnityEngine; +using System; +using System.Collections.Generic; + + +namespace UnityEditor.U2D.Animation +{ + internal static class ModuleUtility + { + public static Vector3 GUIToWorld(Vector3 guiPosition) + { + return GUIToWorld(guiPosition, Vector3.forward, Vector3.zero); + } + + public static Vector3 GUIToWorld(Vector3 guiPosition, Vector3 planeNormal, Vector3 planePos) + { + Vector3 worldPos = Handles.inverseMatrix.MultiplyPoint(guiPosition); + + if (Camera.current) + { + Ray ray = HandleUtility.GUIPointToWorldRay(guiPosition); + + planeNormal = Handles.matrix.MultiplyVector(planeNormal); + + planePos = Handles.matrix.MultiplyPoint(planePos); + + Plane plane = new Plane(planeNormal, planePos); + + float distance = 0f; + + if (plane.Raycast(ray, out distance)) + { + worldPos = Handles.inverseMatrix.MultiplyPoint(ray.GetPoint(distance)); + } + } + + return worldPos; + } + + public static GUIContent[] ToGUIContentArray(string[] names) + { + return Array.ConvertAll(names, n => new GUIContent(n)); + } + + public static Color CalculateNiceColor(int index, int numColors) + { + numColors = Mathf.Clamp(numColors, 1, int.MaxValue); + + int loops = index / numColors; + index = index % 360; + + int hueAngleStep = 360 / numColors; + float hueLoopOffset = hueAngleStep * 0.5f; + float hue = index * hueAngleStep + loops * hueLoopOffset; + + return Color.HSVToRGB(Mathf.Repeat(hue, 360f) / 360f, 1f, 1f); + } + + public static void UpdateLocalToWorldMatrices(List spriteBoneDataList, Matrix4x4 rootMatrix, ref Matrix4x4[] localToWorldMatrices) + { + if (localToWorldMatrices == null || localToWorldMatrices.Length != spriteBoneDataList.Count) + localToWorldMatrices = new Matrix4x4[spriteBoneDataList.Count]; + + bool[] calculatedMatrix = new bool[spriteBoneDataList.Count]; + + var processedBoneCount = 0; + while (processedBoneCount < spriteBoneDataList.Count) + { + int oldCount = processedBoneCount; + + for (var i = 0; i < spriteBoneDataList.Count; ++i) + { + if (calculatedMatrix[i]) + continue; + + var sourceBone = spriteBoneDataList[i]; + if (sourceBone.parentId != -1 && !calculatedMatrix[sourceBone.parentId]) + continue; + + var localToWorldMatrix = Matrix4x4.identity; + localToWorldMatrix.SetTRS(sourceBone.localPosition, sourceBone.localRotation, Vector3.one); + + if (sourceBone.parentId == -1) + localToWorldMatrix = rootMatrix * localToWorldMatrix; + else if (calculatedMatrix[sourceBone.parentId]) + localToWorldMatrix = localToWorldMatrices[sourceBone.parentId] * localToWorldMatrix; + + localToWorldMatrices[i] = localToWorldMatrix; + calculatedMatrix[i] = true; + processedBoneCount++; + } + + if (oldCount == processedBoneCount) + throw new ArgumentException("Invalid hierarchy detected"); + } + } + + public static List CreateSpriteBoneData(UnityEngine.U2D.SpriteBone[] spriteBoneList, Matrix4x4 rootMatrix) + { + List spriteBoneDataList = new List(spriteBoneList.Length); + + foreach (var spriteBone in spriteBoneList) + { + spriteBoneDataList.Add(new SpriteBoneData() + { + name = spriteBone.name, + parentId = spriteBone.parentId, + localPosition = spriteBone.position, + localRotation = spriteBone.rotation, + depth = spriteBone.position.z, + length = spriteBone.length + }); + } + + Matrix4x4[] localToWorldMatrices = null; + UpdateLocalToWorldMatrices(spriteBoneDataList, rootMatrix, ref localToWorldMatrices); + + for (int i = 0; i < spriteBoneDataList.Count; ++i) + { + var spriteBoneData = spriteBoneDataList[i]; + spriteBoneData.position = localToWorldMatrices[i].MultiplyPoint(Vector2.zero); + spriteBoneData.endPosition = localToWorldMatrices[i].MultiplyPoint(Vector2.right * spriteBoneData.length); + } + + return spriteBoneDataList; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleUtility.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleUtility.cs.meta new file mode 100644 index 00000000..bdbb89ab --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/ModuleUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aa2a7a8ee6a464dd9ae636e73111beb6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator.meta new file mode 100644 index 00000000..6681e021 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2a8a39f0e276884449c4610fee697330 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs new file mode 100644 index 00000000..2873b206 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs @@ -0,0 +1,10 @@ +using UnityEditor.U2D.Sprites; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal interface IOutlineGenerator + { + void GenerateOutline(ITextureDataProvider textureDataProvider, Rect rect, float detail, byte alphaTolerance, bool holeDetection, out Vector2[][] paths); + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs.meta new file mode 100644 index 00000000..47f0c899 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/IOutlineGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1c1fa730356b2f54e932bbcfe5507f93 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs new file mode 100644 index 00000000..596a5d68 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs @@ -0,0 +1,377 @@ +using System; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor.U2D.Common; +using UnityEditor.U2D.Animation.ClipperLib; +using UnityEditor.U2D.Sprites; + +namespace UnityEditor.U2D.Animation +{ + using Path = List; + using Paths = List>; + + internal class OutlineGenerator : IOutlineGenerator + { + const double kClipperScale = 1000.0; + + private const float kEpsilon = 1.2e-12f; + private const float kMinLinearizeDistance = 5f; + private Texture2D m_CurrentTexture; + private Rect m_CurrentRect; + private byte m_CurrentAlphaTolerance; + + public void GenerateOutline(ITextureDataProvider textureDataProvider, Rect rect, float detail, byte alphaTolerance, bool holeDetection, out Vector2[][] paths) + { + if (alphaTolerance >= 255) + throw new ArgumentException("Alpha tolerance should be lower than 255"); + + m_CurrentTexture = textureDataProvider.GetReadableTexture2D(); + m_CurrentRect = rect; + m_CurrentAlphaTolerance = alphaTolerance; + + InternalEditorBridge.GenerateOutline(textureDataProvider.texture, rect, 1f, alphaTolerance, holeDetection, out paths); + + if (paths.Length > 0) + { + ClipPaths(ref paths); + + Debug.Assert(paths.Length > 0); + + var rectSizeMagnitude = rect.size.magnitude; + var minDistance = Mathf.Max(rectSizeMagnitude / 10f, kMinLinearizeDistance); + var maxDistance = Mathf.Max(rectSizeMagnitude / 100f, kMinLinearizeDistance); + var distance = Mathf.Lerp(minDistance, maxDistance, detail); + + for (var pathIndex = 0; pathIndex < paths.Length; ++pathIndex) + { + var pathLength = CalculatePathLength(paths[pathIndex]); + if (pathLength > distance) + { + var newPath = Linearize(new List(paths[pathIndex]), distance); + + if (newPath.Count > 3) + paths[pathIndex] = newPath.ToArray(); + + SmoothPath(paths[pathIndex], 5, 0.1f, 135f); + } + } + + ClipPaths(ref paths); + } + } + + private void ClipPaths(ref Vector2[][] paths) + { + Debug.Assert(paths.Length > 0); + + var subj = ToClipper(paths); + var solution = new Paths(); + var clipper = new Clipper(Clipper.ioPreserveCollinear); + + clipper.AddPaths(subj, PolyType.ptSubject, true); + clipper.Execute(ClipType.ctUnion, solution, PolyFillType.pftPositive, PolyFillType.pftPositive); + FilterNestedPaths(solution); + paths = ToVector2(solution); + } + + private void FilterNestedPaths(Paths paths) + { + var filtered = new List(paths); + + for (var i = 0; i < paths.Count; ++i) + { + var path = paths[i]; + + if (!filtered.Contains(path)) + continue; + + for (var j = i + 1; j < paths.Count; ++j) + { + if (!filtered.Contains(path)) + continue; + + var other = paths[j]; + + if (IsPathContainedInOtherPath(path, other)) + { + filtered.Remove(path); + break; + } + else if (IsPathContainedInOtherPath(other, path)) + filtered.Remove(other); + } + } + + paths.Clear(); + paths.AddRange(filtered); + } + + private bool IsPathContainedInOtherPath(Path path, Path other) + { + foreach (var p in path) + { + if (Clipper.PointInPolygon(p, other) < 1) + return false; + } + + return true; + } + + private Paths ToClipper(Vector2[][] paths) + { + return new Paths(Array.ConvertAll(paths, p => ToClipper(p))); + } + + private Path ToClipper(Vector2[] path) + { + return new Path(Array.ConvertAll(path, p => new IntPoint(p.x * kClipperScale, p.y * kClipperScale))); + } + + private Vector2[][] ToVector2(Paths paths) + { + return paths.ConvertAll(p => ToVector2(p)).ToArray(); + } + + private Vector2[] ToVector2(Path path) + { + return path.ConvertAll(p => new Vector2((float)(p.X / kClipperScale), (float)(p.Y / kClipperScale))).ToArray(); + } + + private float CalculatePathLength(Vector2[] path) + { + var sum = 0f; + for (var i = 0; i < path.Length; i++) + { + var nextIndex = NextIndex(i, path.Length); + var p0 = path[i]; + var p1 = path[nextIndex]; + sum += Vector2.Distance(p0, p1); + } + return sum; + } + + //Adapted from https://github.com/burningmime/curves + private List Linearize(List src, float pointDistance) + { + if (src == null) throw new ArgumentNullException("src"); + if (pointDistance <= kEpsilon) throw new InvalidOperationException("pointDistance " + pointDistance + " is less than epislon " + kEpsilon); + + var dst = new List(); + + if (src.Count > 0) + { + var accDistance = 0f; + var lastIndex = 0; + var lastPoint = src[0]; + + dst.Add(lastPoint); + + for (var i = 0; i < src.Count; i++) + { + var nextIndex = NextIndex(i, src.Count); + var p0 = src[i]; + var p1 = src[nextIndex]; + var edgeDistance = Vector2.Distance(p0, p1); + + if (accDistance + edgeDistance > pointDistance || nextIndex == 0) + { + var partialDistance = pointDistance - accDistance; + var newPoint = Vector2.Lerp(p0, p1, partialDistance / edgeDistance); + var remainingDistance = edgeDistance - partialDistance; + + //Roll back until we do not intersect any pixel + var step = 1f; + bool finish = false; + while (!finish && IsLineOverImage(newPoint, lastPoint)) + { + partialDistance = Vector2.Distance(p0, newPoint) - step; + + while (partialDistance < 0f) + { + if (i > lastIndex + 1) + { + accDistance -= edgeDistance; + --i; + p1 = p0; + p0 = src[i]; + edgeDistance = Vector2.Distance(p0, p1); + partialDistance += edgeDistance; + } + else + { + partialDistance = 0f; + finish = true; + } + + remainingDistance = edgeDistance - partialDistance; + } + + newPoint = Vector2.Lerp(p0, p1, partialDistance / edgeDistance); + } + + Debug.Assert(lastIndex <= i, "Generate Outline failed"); + + nextIndex = NextIndex(i, src.Count); + if (nextIndex != 0 || !EqualsOrClose(newPoint, p1)) + { + dst.Add(newPoint); + lastPoint = newPoint; + lastIndex = i; + } + + while (remainingDistance > pointDistance) + { + remainingDistance -= pointDistance; + newPoint = Vector2.Lerp(p0, p1, (edgeDistance - remainingDistance) / edgeDistance); + if (!EqualsOrClose(newPoint, lastPoint)) + { + dst.Add(newPoint); + lastPoint = newPoint; + } + } + accDistance = remainingDistance; + } + else + { + accDistance += edgeDistance; + } + } + } + return dst; + } + + private bool EqualsOrClose(Vector2 v1, Vector2 v2) + { + return (v1 - v2).sqrMagnitude < kEpsilon; + } + + private void SmoothPath(Vector2[] path, int iterations, float velocity, float minAngle) + { + Debug.Assert(iterations > 0f); + Debug.Assert(minAngle >= 0f); + Debug.Assert(minAngle < 180f); + + var cosTolerance = Mathf.Cos(minAngle * Mathf.Deg2Rad); + + for (int iteration = 0; iteration < iterations; ++iteration) + for (int i = 0; i < path.Length; ++i) + { + var prevPoint = path[PreviousIndex(i, path.Length)]; + var point = path[i]; + var nextPoint = path[NextIndex(i, path.Length)]; + + var t1 = prevPoint - point; + var t2 = nextPoint - point; + + var dot = Vector2.Dot(t1.normalized, t2.normalized); + + if (dot > cosTolerance) + continue; + + var w1 = 1f / (point - prevPoint).magnitude; + var w2 = 1f / (point - nextPoint).magnitude; + var laplacian = (w1 * prevPoint + w2 * nextPoint) / (w1 + w2) - point; + point += laplacian * velocity; + + if (!IsLineOverImage(point, nextPoint) && !IsLineOverImage(point, prevPoint)) + path[i] = point; + } + } + + private Vector2Int ToVector2Int(Vector2 v) + { + return new Vector2Int(Mathf.RoundToInt(v.x), Mathf.RoundToInt(v.y)); + } + + private bool IsLineOverImage(Vector2 pointA, Vector2 pointB) + { + var pointAInt = ToVector2Int(pointA); + var pointBInt = ToVector2Int(pointB); + + if (IsPointInRectEdge(pointA) && IsPointInRectEdge(pointB) && (pointAInt.x == pointBInt.x || pointAInt.y == pointBInt.y)) + return false; + + foreach (var point in GetPointsOnLine(pointAInt.x, pointAInt.y, pointBInt.x, pointBInt.y)) + { + if (IsPointOverImage(point)) + return true; + } + + return false; + } + + private bool IsPointOverImage(Vector2 point) + { + Debug.Assert(m_CurrentTexture != null); + point += m_CurrentRect.center; + return m_CurrentTexture.GetPixel((int)point.x, (int)point.y).a * 255 > m_CurrentAlphaTolerance; + } + + private bool IsPointInRectEdge(Vector2 point) + { + point += m_CurrentRect.center; + var pointInt = ToVector2Int(point); + var minInt = ToVector2Int(m_CurrentRect.min); + var maxInt = ToVector2Int(m_CurrentRect.max); + return minInt.x >= pointInt.x || maxInt.x <= pointInt.x || minInt.y >= pointInt.y || maxInt.y <= pointInt.y; + } + + //From http://ericw.ca/notes/bresenhams-line-algorithm-in-csharp.html + private IEnumerable GetPointsOnLine(int x0, int y0, int x1, int y1) + { + bool steep = Mathf.Abs(y1 - y0) > Math.Abs(x1 - x0); + if (steep) + { + int t; + t = x0; // swap x0 and y0 + x0 = y0; + y0 = t; + t = x1; // swap x1 and y1 + x1 = y1; + y1 = t; + } + if (x0 > x1) + { + int t; + t = x0; // swap x0 and x1 + x0 = x1; + x1 = t; + t = y0; // swap y0 and y1 + y0 = y1; + y1 = t; + } + int dx = x1 - x0; + int dy = Mathf.Abs(y1 - y0); + int error = dx / 2; + int ystep = (y0 < y1) ? 1 : -1; + int y = y0; + for (int x = x0; x <= x1; x++) + { + yield return new Vector2Int((steep ? y : x), (steep ? x : y)); + error = error - dy; + if (error < 0) + { + y += ystep; + error += dx; + } + } + yield break; + } + + private int NextIndex(int index, int pointCount) + { + return Mod(index + 1, pointCount); + } + + private int PreviousIndex(int index, int pointCount) + { + return Mod(index - 1, pointCount); + } + + private int Mod(int x, int m) + { + int r = x % m; + return r < 0 ? r + m : r; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs.meta new file mode 100644 index 00000000..af2b0b42 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/OutlineGenerator/OutlineGenerator.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ae33c30ef3b5e474ca5a46d925273adc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection.meta new file mode 100644 index 00000000..29ec18c1 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0a68d56945b68344ea2f451f0e9f14b4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/BoneSelection.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/BoneSelection.cs new file mode 100644 index 00000000..ed01a39d --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/BoneSelection.cs @@ -0,0 +1,21 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + [Serializable] + internal class BoneSelection : SerializableSelection, IBoneSelection + { + protected override BoneCache GetInvalidElement() { return null; } + + public BoneCache root + { + get { return activeElement.FindRoot(elements); } + } + + public BoneCache[] roots + { + get { return elements.FindRoots(); } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/BoneSelection.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/BoneSelection.cs.meta new file mode 100644 index 00000000..70fabd73 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/BoneSelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 10db00a3c51d23d4ab8a68837ffa21fc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IBoneSelection.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IBoneSelection.cs new file mode 100644 index 00000000..56cc12d7 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IBoneSelection.cs @@ -0,0 +1,7 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal interface IBoneSelection : ITransformSelection {} +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IBoneSelection.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IBoneSelection.cs.meta new file mode 100644 index 00000000..637f2891 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IBoneSelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 2e79c8e51ce4486409b7daf3012a1f4d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ISelection.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ISelection.cs new file mode 100644 index 00000000..9716da6d --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ISelection.cs @@ -0,0 +1,14 @@ +namespace UnityEditor.U2D.Animation +{ + internal interface ISelection + { + int Count { get; } + T activeElement { get; set; } + T[] elements { get; set; } + void Clear(); + void BeginSelection(); + void EndSelection(bool select); + void Select(T element, bool select); + bool Contains(T element); + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ISelection.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ISelection.cs.meta new file mode 100644 index 00000000..60918c3e --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ISelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: df44828de9ac64d44ba1a553e06eb335 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ITransformSelection.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ITransformSelection.cs new file mode 100644 index 00000000..b9c82216 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ITransformSelection.cs @@ -0,0 +1,11 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal interface ITransformSelection : ISelection where T : TransformCache + { + T root { get; } + T[] roots { get; } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ITransformSelection.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ITransformSelection.cs.meta new file mode 100644 index 00000000..7e91fdd0 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/ITransformSelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 08c104e7d99d71c4eb0702b4e3e4b7d5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IndexedSelection.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IndexedSelection.cs new file mode 100644 index 00000000..f653a8cc --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IndexedSelection.cs @@ -0,0 +1,11 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + [Serializable] + internal class IndexedSelection : SerializableSelection + { + protected override int GetInvalidElement() { return -1; } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IndexedSelection.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IndexedSelection.cs.meta new file mode 100644 index 00000000..4a34538c --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/IndexedSelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1a16f886b3d85c640ad6350d0db615f1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SerializableSelection.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SerializableSelection.cs new file mode 100644 index 00000000..2b3378f0 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SerializableSelection.cs @@ -0,0 +1,138 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + [Serializable] + internal abstract class SerializableSelection : ISelection, ISerializationCallbackReceiver + { + internal readonly static int kInvalidID = -1; + + [SerializeField] + private T[] m_Keys = new T[0]; + + private HashSet m_Selection = new HashSet(); + private HashSet m_TemporalSelection = new HashSet(); + private bool m_SelectionInProgress = false; + + public int Count + { + get { return m_Selection.Count + m_TemporalSelection.Count; } + } + + public T activeElement + { + get { return First(); } + set + { + Clear(); + Select(value, true); + } + } + + public T[] elements + { + get + { + var set = m_Selection; + + if (m_SelectionInProgress) + { + var union = new HashSet(m_Selection); + union.UnionWith(m_TemporalSelection); + set = union; + } + + return new List(set).ToArray(); + } + set + { + Clear(); + foreach(var element in value) + Select(element, true); + } + } + + protected abstract T GetInvalidElement(); + + public void Clear() + { + GetSelection().Clear(); + } + + public void BeginSelection() + { + m_SelectionInProgress = true; + Clear(); + } + + public void EndSelection(bool select) + { + m_SelectionInProgress = false; + + if (select) + m_Selection.UnionWith(m_TemporalSelection); + else + m_Selection.ExceptWith(m_TemporalSelection); + + m_TemporalSelection.Clear(); + } + + public void Select(T element, bool select) + { + if(EqualityComparer.Default.Equals(element, GetInvalidElement())) + return; + + if (select) + GetSelection().Add(element); + else if (Contains(element)) + GetSelection().Remove(element); + } + + public bool Contains(T element) + { + return m_Selection.Contains(element) || m_TemporalSelection.Contains(element); + } + + private HashSet GetSelection() + { + if (m_SelectionInProgress) + return m_TemporalSelection; + + return m_Selection; + } + + private T First() + { + T element = First(m_Selection); + + if(EqualityComparer.Default.Equals(element, GetInvalidElement())) + element = First(m_TemporalSelection); + + return element; + } + + private T First(HashSet set) + { + if(set.Count == 0) + return GetInvalidElement(); + + using (var enumerator = set.GetEnumerator()) + { + Debug.Assert(enumerator.MoveNext()); + return enumerator.Current; + } + } + + void ISerializationCallbackReceiver.OnBeforeSerialize() + { + m_Keys = new List(m_Selection).ToArray(); + } + + void ISerializationCallbackReceiver.OnAfterDeserialize() + { + elements = m_Keys; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SerializableSelection.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SerializableSelection.cs.meta new file mode 100644 index 00000000..29e67266 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SerializableSelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3fe89a573a78649d2856fde6fc441e38 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SkeletonSelection.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SkeletonSelection.cs new file mode 100644 index 00000000..b3b8f071 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SkeletonSelection.cs @@ -0,0 +1,102 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + [Serializable] + internal class SkeletonSelection : IBoneSelection + { + [SerializeField] + private BoneSelection m_BoneSelection = new BoneSelection(); + + public int Count + { + get { return m_BoneSelection.Count; } + } + + public BoneCache activeElement + { + get { return m_BoneSelection.activeElement; } + set + { + ValidateBone(value); + m_BoneSelection.activeElement = value; + } + } + public BoneCache[] elements + { + get { return m_BoneSelection.elements; } + set + { + foreach (var bone in value) + ValidateBone(bone); + + m_BoneSelection.elements = value; + } + } + + public BoneCache root + { + get { return m_BoneSelection.root; } + } + + public BoneCache[] roots + { + get { return m_BoneSelection.roots; } + } + + public void BeginSelection() + { + m_BoneSelection.BeginSelection(); + } + + public void Clear() + { + m_BoneSelection.Clear(); + } + + public bool Contains(BoneCache element) + { + return m_BoneSelection.Contains(element); + } + + public void EndSelection(bool select) + { + m_BoneSelection.EndSelection(select); + } + + public void Select(BoneCache element, bool select) + { + ValidateBone(element); + m_BoneSelection.Select(element, select); + } + + private void ValidateBone(BoneCache bone) + { + if (bone == null) + return; + + var skinningCache = bone.skinningCache; + + if (skinningCache.hasCharacter) + { + if (bone.skeleton != skinningCache.character.skeleton) + throw new Exception("Selection Exception: bone does not belong to character skeleton"); + } + else + { + var selectedSprite = skinningCache.selectedSprite; + + if (selectedSprite == null) + throw new Exception("Selection Exception: skeleton not selected"); + else + { + var skeleton = selectedSprite.GetSkeleton(); + + if (bone.skeleton != skeleton) + throw new Exception("Selection Exception: bone's skeleton does not match selected skeleton"); + } + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SkeletonSelection.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SkeletonSelection.cs.meta new file mode 100644 index 00000000..8d9669bf --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selection/SkeletonSelection.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c66db58fd56e0a14690d99c115527f28 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SelectionTool.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SelectionTool.cs new file mode 100644 index 00000000..3c7b29e1 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SelectionTool.cs @@ -0,0 +1,198 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditor.U2D.Layout; +using UnityEditor.U2D.Sprites; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class SelectionTool : BaseTool + { + private bool m_ForceSelectedToSpriteEditor = false; + + public event Func CanSelect = () => true; + private List m_Sprites; + public ISpriteEditor spriteEditor { get; set; } + private SpriteCache selectedSprite + { + get { return skinningCache.selectedSprite; } + set + { + if (selectedSprite != value) + { + skinningCache.vertexSelection.Clear(); + + if (skinningCache.mode == SkinningMode.SpriteSheet) + { + skinningCache.skeletonSelection.Clear(); + skinningCache.events.boneSelectionChanged.Invoke(); + } + + skinningCache.selectedSprite = value; + SetToSpriteEditor(); + skinningCache.events.selectedSpriteChanged.Invoke(value); + } + } + } + + private string selectedSpriteAssetID + { + get + { + var sprite = Selection.activeObject as Sprite; + + if (sprite != null) + return sprite.GetSpriteID().ToString(); + + return ""; + } + } + + protected override void OnAfterDeserialize() + { + m_ForceSelectedToSpriteEditor = true; + } + + public override void Initialize(LayoutOverlay layoutOverlay) + { + m_Sprites = new List(skinningCache.GetSprites()); + SetFromSpriteEditor(); + } + + protected override void OnActivate() + { + SetToSpriteEditor(); + skinningCache.events.selectedSpriteChanged.AddListener(OnSpriteSelectionChange); + Selection.selectionChanged -= OnSelectionChanged; + Selection.selectionChanged += OnSelectionChanged; + } + + protected override void OnDeactivate() + { + skinningCache.events.selectedSpriteChanged.RemoveListener(OnSpriteSelectionChange); + Selection.selectionChanged -= OnSelectionChanged; + } + + private void OnSpriteSelectionChange(SpriteCache sprite) + { + skinningCache.events.selectedSpriteChanged.RemoveListener(OnSpriteSelectionChange); + selectedSprite = sprite; + skinningCache.events.selectedSpriteChanged.AddListener(OnSpriteSelectionChange); + } + + private void OnSelectionChanged() + { + if (m_ForceSelectedToSpriteEditor) + { + SetToSpriteEditor(); + m_ForceSelectedToSpriteEditor = false; + } + else + { + using (skinningCache.UndoScope(TextContent.selectionChange)) + { + SetFromSpriteEditor(); + } + } + } + + private void SetFromSpriteEditor() + { + if (selectedSprite == null) + selectedSprite = skinningCache.GetSprite(selectedSpriteAssetID); + spriteEditor.RequestRepaint(); + } + + private void SetToSpriteEditor() + { + var id = ""; + + if (selectedSprite != null) + id = selectedSprite.id; + + spriteEditor.selectedSpriteRect = new SpriteRect() { spriteID = new GUID(id) }; + } + + protected override void OnGUI() + { + HandleSpriteSelection(); + } + + private void HandleSpriteSelection() + { + Debug.Assert(Event.current != null); + + if (Event.current.type == EventType.MouseDown && Event.current.button == 0 && GUIUtility.hotControl == 0 && + !Event.current.alt && Event.current.clickCount == 2 && CanSelect()) + { + var mousePosition = Handles.inverseMatrix.MultiplyPoint(Event.current.mousePosition); + var newSelected = TrySelect(mousePosition); + if (selectedSprite != newSelected) + { + using (skinningCache.UndoScope(TextContent.selectionChange)) + { + selectedSprite = newSelected; + } + Event.current.Use(); + Event.current.clickCount = 0; + } + } + } + + private SpriteCache TrySelect(Vector2 mousePosition) + { + m_Sprites.Remove(selectedSprite); + + if (selectedSprite != null) + m_Sprites.Add(selectedSprite); + + var currentSelectedIndex = m_Sprites.FindIndex(x => x == selectedSprite) + 1; + var notVisiblePart = skinningCache.hasCharacter && skinningCache.mode == SkinningMode.Character + ? skinningCache.character.parts.Where(x => !x.isVisible).Select(x => x.sprite) : new SpriteCache[0]; + for (int index = 0; index < m_Sprites.Count; ++index) + { + var sprite = m_Sprites[(currentSelectedIndex + index) % m_Sprites.Count]; + var meshPreview = sprite.GetMeshPreview(); + if (notVisiblePart.Contains(sprite)) + continue; + + Debug.Assert(meshPreview != null); + + var spritePosition = sprite.GetLocalToWorldMatrixFromMode().MultiplyPoint3x4(Vector3.zero); + var ray = new Ray((Vector3)mousePosition - spritePosition + Vector3.back, Vector3.forward); + var bounds = meshPreview.mesh.bounds; + + if (sprite.GetMesh().indices.Count >= 3) + { + if (bounds.IntersectRay(ray)) + { + var mesh = sprite.GetMesh(); + + Debug.Assert(mesh != null); + + var indices = mesh.indices; + for (var i = 0; i < indices.Count; i += 3) + { + var p1 = meshPreview.vertices[indices[i]]; + var p2 = meshPreview.vertices[indices[i + 1]]; + var p3 = meshPreview.vertices[indices[i + 2]]; + + if (MathUtility.Intersect(p1, p2, p3, ray)) + return sprite; + } + } + } + else + { + if (meshPreview.defaultMesh.bounds.IntersectRay(ray)) + { + return sprite; + } + } + } + + return null; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SelectionTool.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SelectionTool.cs.meta new file mode 100644 index 00000000..f0bebf70 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SelectionTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5260ebe2b8ba2724eb92daea93bddf3c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors.meta new file mode 100644 index 00000000..ca668bcf --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 37f3979cbd2490a4c87552d59e76b1f6 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/CircleVertexSelector.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/CircleVertexSelector.cs new file mode 100644 index 00000000..b88b3f91 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/CircleVertexSelector.cs @@ -0,0 +1,28 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class CircleVertexSelector : ICircleSelector + { + public ISelection selection { get; set; } + public ISpriteMeshData spriteMeshData { get; set; } + public Vector2 position { get; set; } + public float radius { get; set; } + + public void Select() + { + if(spriteMeshData == null) + return; + + var sqrRadius = radius * radius; + + for (int i = 0; i < spriteMeshData.vertexCount; i++) + { + if ((spriteMeshData.GetPosition(i) - position).sqrMagnitude <= sqrRadius) + { + selection.Select(i, true); + } + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/CircleVertexSelector.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/CircleVertexSelector.cs.meta new file mode 100644 index 00000000..38eb2bd8 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/CircleVertexSelector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: f8bd55f54ef124b618d88fafb91f0170 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/GenericVertexSelector.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/GenericVertexSelector.cs new file mode 100644 index 00000000..e943a9ef --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/GenericVertexSelector.cs @@ -0,0 +1,22 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class GenericVertexSelector : ISelector + { + public ISelection selection { get; set; } + public ISpriteMeshData spriteMeshData { get; set; } + public Func SelectionCallback; + + public void Select() + { + Debug.Assert(selection != null); + Debug.Assert(spriteMeshData != null); + Debug.Assert(SelectionCallback != null); + + for (var i = 0; i < spriteMeshData.vertexCount; i++) + selection.Select(i, SelectionCallback(i)); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/GenericVertexSelector.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/GenericVertexSelector.cs.meta new file mode 100644 index 00000000..feded4da --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/GenericVertexSelector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 1ae93e85c98624948917679be12e485b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ICircleSelector.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ICircleSelector.cs new file mode 100644 index 00000000..cf38756a --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ICircleSelector.cs @@ -0,0 +1,9 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal interface ICircleSelector : ISelector + { + float radius { get; set; } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ICircleSelector.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ICircleSelector.cs.meta new file mode 100644 index 00000000..8c966ddb --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ICircleSelector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 14aa89f96f565c749a282d699727c02c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/IRectSelector.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/IRectSelector.cs new file mode 100644 index 00000000..c3a17166 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/IRectSelector.cs @@ -0,0 +1,9 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal interface IRectSelector : ISelector + { + Rect rect { get; set; } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/IRectSelector.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/IRectSelector.cs.meta new file mode 100644 index 00000000..59613af6 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/IRectSelector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 84b178f994f5f114889b2ea8d042fcad +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ISelector.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ISelector.cs new file mode 100644 index 00000000..31423b18 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ISelector.cs @@ -0,0 +1,11 @@ +using System.Collections.Generic; + +namespace UnityEditor.U2D.Animation +{ + internal interface ISelector + { + ISelection selection { get; set; } + + void Select(); + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ISelector.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ISelector.cs.meta new file mode 100644 index 00000000..e040b8dd --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/ISelector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 5bf608e7cb56c4f44b49044e0fc738ec +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectBoneSelector.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectBoneSelector.cs new file mode 100644 index 00000000..c00e5031 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectBoneSelector.cs @@ -0,0 +1,35 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace UnityEditor.U2D.Animation +{ + internal class RectBoneSelector : IRectSelector + { + public ISelection selection { get; set; } + public BoneCache[] bones { get; set; } + public Rect rect { get; set; } + + public void Select() + { + if (bones == null) + return; + + foreach (var bone in bones) + { + if (!bone.isVisible) + continue; + + Vector2 p1 = bone.position; + Vector2 p2 = bone.endPosition; + Vector2 point = Vector2.zero; + if (rect.Contains(p1, true) || rect.Contains(p2, true) || + MathUtility.SegmentIntersection(new Vector2(rect.xMin, rect.yMin), new Vector2(rect.xMax, rect.yMin), p1, p2, ref point) || + MathUtility.SegmentIntersection(new Vector2(rect.xMax, rect.yMin), new Vector2(rect.xMax, rect.yMax), p1, p2, ref point) || + MathUtility.SegmentIntersection(new Vector2(rect.xMax, rect.yMax), new Vector2(rect.xMin, rect.yMax), p1, p2, ref point) || + MathUtility.SegmentIntersection(new Vector2(rect.xMin, rect.yMax), new Vector2(rect.xMin, rect.yMin), p1, p2, ref point) + ) + selection.Select(bone.ToCharacterIfNeeded(), true); + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectBoneSelector.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectBoneSelector.cs.meta new file mode 100644 index 00000000..7a8a7aa4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectBoneSelector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 831c95a008fa0fd478a97a3ea977d036 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectVertexSelector.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectVertexSelector.cs new file mode 100644 index 00000000..10671c1c --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectVertexSelector.cs @@ -0,0 +1,21 @@ +using UnityEngine; +using System.Collections.Generic; + +namespace UnityEditor.U2D.Animation +{ + internal class RectVertexSelector : IRectSelector + { + public ISelection selection { get; set; } + public ISpriteMeshData spriteMeshData { get; set; } + public Rect rect { get; set; } + + public void Select() + { + for (int i = 0; i < spriteMeshData.vertexCount; i++) + { + if (rect.Contains(spriteMeshData.GetPosition(i), true)) + selection.Select(i, true); + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectVertexSelector.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectVertexSelector.cs.meta new file mode 100644 index 00000000..f61f1227 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/RectVertexSelector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 35f5a927d239440c0a09f2ced66ba1f8 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/Unselector.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/Unselector.cs new file mode 100644 index 00000000..b6e0706d --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/Unselector.cs @@ -0,0 +1,14 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class Unselector : ISelector + { + public ISelection selection { get; set; } + + public void Select() + { + selection.Clear(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/Unselector.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/Unselector.cs.meta new file mode 100644 index 00000000..6e7ed1b7 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/Selectors/Unselector.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: b276ded4b8314c24f801e98504841e79 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SerializableDictionary.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SerializableDictionary.cs new file mode 100644 index 00000000..969e54dc --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SerializableDictionary.cs @@ -0,0 +1,125 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + [Serializable] + internal class SerializableDictionary : IDictionary, ISerializationCallbackReceiver + { + [SerializeField] + private List m_Keys; + [SerializeField] + private List m_Values; + private Dictionary m_Dictionary = new Dictionary(); + + public TValue this[TKey key] + { + get { return m_Dictionary[key]; } + set { m_Dictionary[key] = value; } + } + + public TKey this[TValue value] + { + get + { + m_Keys = new List(m_Dictionary.Keys); + m_Values = new List(m_Dictionary.Values); + var index = m_Values.FindIndex(x => x.Equals(value)); + if (index < 0) + throw new KeyNotFoundException(); + return m_Keys[index]; + } + } + + public ICollection Keys + { + get { return m_Dictionary.Keys; } + } + + public ICollection Values + { + get { return m_Dictionary.Values; } + } + + public void Add(TKey key, TValue value) + { + m_Dictionary.Add(key, value); + } + + public bool ContainsKey(TKey key) + { + return m_Dictionary.ContainsKey(key); + } + + public bool Remove(TKey key) + { + return m_Dictionary.Remove(key); + } + + public bool TryGetValue(TKey key, out TValue value) + { + return m_Dictionary.TryGetValue(key, out value); + } + + public void Clear() + { + m_Dictionary.Clear(); + } + + public int Count + { + get { return m_Dictionary.Count; } + } + + bool ICollection>.IsReadOnly + { + get { return (m_Dictionary as ICollection>).IsReadOnly; } + } + + void ICollection>.Add(KeyValuePair item) + { + (m_Dictionary as ICollection>).Add(item); + } + + bool ICollection>.Contains(KeyValuePair item) + { + return (m_Dictionary as ICollection>).Contains(item); + } + + void ICollection>.CopyTo(KeyValuePair[] array, int arrayIndex) + { + (m_Dictionary as ICollection>).CopyTo(array, arrayIndex); + } + + bool ICollection>.Remove(KeyValuePair item) + { + return (m_Dictionary as ICollection>).Remove(item); + } + + IEnumerator> IEnumerable>.GetEnumerator() + { + return (m_Dictionary as IEnumerable>).GetEnumerator(); + } + + public IEnumerator GetEnumerator() + { + return m_Dictionary.GetEnumerator(); + } + + void ISerializationCallbackReceiver.OnBeforeSerialize() + { + m_Keys = new List(m_Dictionary.Keys); + m_Values = new List(m_Dictionary.Values); + } + + void ISerializationCallbackReceiver.OnAfterDeserialize() + { + Debug.Assert(m_Keys.Count == m_Values.Count); + Clear(); + for (var i = 0; i < m_Keys.Count; ++i) + Add(m_Keys[i], m_Values[i]); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SerializableDictionary.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SerializableDictionary.cs.meta new file mode 100644 index 00000000..c8ea1290 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SerializableDictionary.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8e96f8a2db4cc7d48a77700beddf5d34 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool.meta new file mode 100644 index 00000000..4926331d --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 08f15e56bdceb584f8b33ce6d6e22aa7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs new file mode 100644 index 00000000..695e9bf7 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs @@ -0,0 +1,142 @@ +using UnityEngine; +using System; + +namespace UnityEditor.U2D.Animation +{ + internal interface ISkeletonStyle + { + Color GetColor(BoneCache bone); + Color GetPreviewColor(int index); + Color GetParentLinkColor(BoneCache bone); + Color GetParentLinkPreviewColor(int index); + Color GetOutlineColor(BoneCache bone, bool isSelected, bool isHovered); + Color GetPreviewOutlineColor(int index); + float GetOutlineScale(bool isSelected); + } + + internal abstract class SkeletonStyleBase : ISkeletonStyle + { + private const float kOutlineScale = 1.35f; + private const float kSelectedOutlineScale = 1.55f; + + public Color GetColor(BoneCache bone) + { + return SetAlpha(GetBoneColorRaw(bone), GetAlpha(bone), VisibilityToolSettings.boneOpacity); + } + + public Color GetPreviewColor(int index) + { + return GetBoneColorRaw(index); + } + + public Color GetParentLinkColor(BoneCache bone) + { + return SetAlpha(GetBoneColorRaw(bone), 0.2f * GetAlpha(bone), VisibilityToolSettings.boneOpacity); + } + + public Color GetParentLinkPreviewColor(int index) + { + return SetAlpha(GetBoneColorRaw(index), 0.2f, 1f); + } + + public Color GetOutlineColor(BoneCache bone, bool isSelected, bool isHovered) + { + var skinningCache = bone.skinningCache; + + if (isSelected) + return SelectionOutlineSettings.outlineColor; + + if (isHovered) + return Handles.preselectionColor; + + return SetAlpha(CalculateOutlineColor(GetBoneColorRaw(bone), VisibilityToolSettings.boneOpacity), GetAlpha(bone), VisibilityToolSettings.boneOpacity); + } + + public Color GetPreviewOutlineColor(int index) + { + return CalculateOutlineColor(GetBoneColorRaw(index), 1f); + } + + public float GetOutlineScale(bool isSelected) + { + if (isSelected) + return 1f + (kSelectedOutlineScale - 1f) * SelectionOutlineSettings.selectedBoneOutlineSize; + + return kOutlineScale; + } + + private Color CalculateOutlineColor(Color color, float opacity) + { + color *= 0.35f; + return SetAlpha(color, 0.75f, opacity); + } + + private Color SetAlpha(Color color, float alpha, float opacity) + { + color.a = alpha * opacity; + return color; + } + + protected virtual float GetAlpha(BoneCache bone) + { + return 1f; + } + + protected abstract Color GetBoneColorRaw(BoneCache bone); + protected abstract Color GetBoneColorRaw(int index); + } + + internal class BoneColorSkeletonStyle : SkeletonStyleBase + { + protected override Color GetBoneColorRaw(BoneCache bone) + { + return bone.bindPoseColor; + } + + protected override Color GetBoneColorRaw(int index) + { + return ModuleUtility.CalculateNiceColor(index, 6); + } + + protected override float GetAlpha(BoneCache bone) + { + return 0.9f; + } + } + + internal class WeightmapSkeletonStyle : SkeletonStyleBase + { + protected override Color GetBoneColorRaw(BoneCache bone) + { + return bone.bindPoseColor; + } + + protected override Color GetBoneColorRaw(int index) + { + return ModuleUtility.CalculateNiceColor(index, 6); + } + + protected override float GetAlpha(BoneCache bone) + { + var skinningCache = bone.skinningCache; + var selectedSprite = skinningCache.selectedSprite; + var alpha = 0.9f; + + if (skinningCache.mode == SkinningMode.Character && skinningCache.selectedSprite != null) + { + var characterPart = selectedSprite.GetCharacterPart(); + + if (characterPart.Contains(bone) == false) + alpha = 0.25f; + } + + return alpha; + } + } + + internal static class SkeletonStyles + { + public static readonly ISkeletonStyle Default = new BoneColorSkeletonStyle(); + public static readonly ISkeletonStyle WeightMap = new WeightmapSkeletonStyle(); + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs.meta new file mode 100644 index 00000000..58b3069d --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonStyles.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7600825fd0008354ea24e17c94591a19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs new file mode 100644 index 00000000..4a1d0d58 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs @@ -0,0 +1,198 @@ +using System; +using UnityEditor.U2D.Layout; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class SkeletonTool : BaseTool + { + [SerializeField] + private SkeletonController m_SkeletonController; + private SkeletonToolView m_SkeletonToolView; + private RectBoneSelector m_RectBoneSelector = new RectBoneSelector(); + private RectSelectionTool m_RectSelectionTool = new RectSelectionTool(); + private UnselectTool m_UnselectTool = new UnselectTool(); + + public bool enableBoneInspector { get; set; } + + public SkeletonMode mode + { + get { return m_SkeletonController.view.mode; } + set { m_SkeletonController.view.mode = value; } + } + + public bool editBindPose + { + get { return m_SkeletonController.editBindPose; } + set { m_SkeletonController.editBindPose = value; } + } + + public ISkeletonStyle skeletonStyle + { + get { return m_SkeletonController.styleOverride; } + set { m_SkeletonController.styleOverride = value; } + } + + public override int defaultControlID + { + get { return 0; } + } + + public BoneCache hoveredBone + { + get { return m_SkeletonController.hoveredBone; } + } + + public SkeletonCache skeleton + { + get { return m_SkeletonController.skeleton; } + private set { m_SkeletonController.skeleton = value; } + } + + internal override void OnCreate() + { + m_SkeletonController = new SkeletonController(); + m_SkeletonController.view = new SkeletonView(new GUIWrapper()); + m_SkeletonController.view.InvalidID = 0; + m_SkeletonController.selection = skinningCache.skeletonSelection; + m_SkeletonToolView = new SkeletonToolView(); + m_SkeletonToolView.onBoneNameChanged += BoneNameChanged; + m_SkeletonToolView.onBoneDepthChanged += BoneDepthChanged; + m_RectBoneSelector.selection = skinningCache.skeletonSelection; + m_RectSelectionTool.rectSelector = m_RectBoneSelector; + m_RectSelectionTool.cacheUndo = skinningCache; + m_RectSelectionTool.onSelectionUpdate += () => + { + skinningCache.events.boneSelectionChanged.Invoke(); + }; + m_UnselectTool.cacheUndo = skinningCache; + m_UnselectTool.selection = skinningCache.skeletonSelection; + m_UnselectTool.onUnselect += () => + { + skinningCache.events.boneSelectionChanged.Invoke(); + }; + } + + public override void Initialize(LayoutOverlay layout) + { + m_SkeletonToolView.Initialize(layout); + } + + protected override void OnActivate() + { + SetupSkeleton(skinningCache.GetEffectiveSkeleton(skinningCache.selectedSprite)); + UpdateBoneInspector(); + skinningCache.events.boneSelectionChanged.AddListener(BoneSelectionChanged); + skinningCache.events.selectedSpriteChanged.AddListener(SelectedSpriteChanged); + skinningCache.events.skinningModeChanged.AddListener(SkinningModeChanged); + skinningCache.events.boneDepthChanged.AddListener(BoneDataChanged); + skinningCache.events.boneNameChanged.AddListener(BoneDataChanged); + skeletonStyle = null; + } + + protected override void OnDeactivate() + { + m_SkeletonToolView.Hide(); + m_SkeletonController.Reset(); + skinningCache.events.boneSelectionChanged.RemoveListener(BoneSelectionChanged); + skinningCache.events.selectedSpriteChanged.RemoveListener(SelectedSpriteChanged); + skinningCache.events.skinningModeChanged.RemoveListener(SkinningModeChanged); + skinningCache.events.boneDepthChanged.RemoveListener(BoneDataChanged); + skinningCache.events.boneNameChanged.RemoveListener(BoneDataChanged); + skeletonStyle = null; + } + + void BoneDataChanged(BoneCache bone) + { + if(m_SkeletonToolView.target == bone) + m_SkeletonToolView.Update(bone.name, Mathf.RoundToInt(bone.depth)); + } + + private void SelectedSpriteChanged(SpriteCache sprite) + { + SetupSkeleton(skinningCache.GetEffectiveSkeleton(sprite)); + } + + private void BoneSelectionChanged() + { + UpdateBoneInspector(); + } + + private void UpdateBoneInspector() + { + var selectedBone = skinningCache.skeletonSelection.activeElement; + var selectionCount = skinningCache.skeletonSelection.Count; + + m_SkeletonToolView.Hide(); + + if (enableBoneInspector && selectedBone != null && selectionCount == 1) + { + m_SkeletonToolView.Update(selectedBone.name, Mathf.RoundToInt(selectedBone.depth)); + m_SkeletonToolView.Show(selectedBone); + } + } + + private void SkinningModeChanged(SkinningMode mode) + { + SetupSkeleton(skinningCache.GetEffectiveSkeleton(skinningCache.selectedSprite)); + } + + private void SetupSkeleton(SkeletonCache sk) + { + m_RectBoneSelector.bones = null; + skeleton = sk; + + if (skeleton != null) + m_RectBoneSelector.bones = skeleton.bones; + } + + protected override void OnGUI() + { + m_SkeletonController.view.defaultControlID = 0; + + if (skeleton != null && mode != SkeletonMode.Disabled) + { + m_RectSelectionTool.OnGUI(); + m_SkeletonController.view.defaultControlID = m_RectSelectionTool.controlID; + } + + m_SkeletonController.OnGUI(); + m_UnselectTool.OnGUI(); + } + + private void BoneNameChanged(BoneCache selectedBone, string name) + { + if (selectedBone != null) + { + if (string.Compare(selectedBone.name, name) == 0) + return; + + if(string.IsNullOrEmpty(name) || string.IsNullOrWhiteSpace(name)) + m_SkeletonToolView.Update(selectedBone.name, Mathf.RoundToInt(selectedBone.depth)); + else + { + using (skinningCache.UndoScope(TextContent.boneName)) + { + selectedBone.name = name; + skinningCache.events.boneNameChanged.Invoke(selectedBone); + } + } + } + } + + private void BoneDepthChanged(BoneCache selectedBone, int depth) + { + if (selectedBone != null) + { + if (Mathf.RoundToInt(selectedBone.depth) == depth) + return; + + using (skinningCache.UndoScope(TextContent.boneDepth)) + { + selectedBone.depth = depth; + skinningCache.events.boneDepthChanged.Invoke(selectedBone); + } + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs.meta new file mode 100644 index 00000000..5214704c --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonTool.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: acc0de355e663464684a1b81871fe30b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs new file mode 100644 index 00000000..b38d3e91 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs @@ -0,0 +1,46 @@ +using System; +using UnityEditor.U2D.Layout; + +namespace UnityEditor.U2D.Animation +{ + internal class SkeletonToolView + { + private BoneInspectorPanel m_BoneInspectorPanel; + + public event Action onBoneNameChanged = (b, s) => {}; + public event Action onBoneDepthChanged = (b, i) => {}; + + public SkeletonToolView() + { + m_BoneInspectorPanel = BoneInspectorPanel.GenerateFromUXML(); + m_BoneInspectorPanel.onBoneNameChanged += (b, n) => onBoneNameChanged(b, n); + m_BoneInspectorPanel.onBoneDepthChanged += (b, d) => onBoneDepthChanged(b, d); + Hide(); + } + + public void Initialize(LayoutOverlay layout) + { + layout.rightOverlay.Add(m_BoneInspectorPanel); + } + + public void Show(BoneCache target) + { + m_BoneInspectorPanel.target = target; + m_BoneInspectorPanel.SetHiddenFromLayout(false); + } + + public BoneCache target => m_BoneInspectorPanel.target; + + public void Hide() + { + m_BoneInspectorPanel.HidePanel(); + m_BoneInspectorPanel.target = null; + } + + public void Update(string name, int depth) + { + m_BoneInspectorPanel.boneName = name; + m_BoneInspectorPanel.boneDepth = depth; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs.meta new file mode 100644 index 00000000..1c6b54ef --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 26ec4641af523f44f8f62994a423b3b4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs new file mode 100644 index 00000000..9bfa0f04 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs @@ -0,0 +1,68 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class SkeletonToolWrapper : BaseTool + { + private SkeletonTool m_SkeletonTool; + private SkeletonMode m_Mode; + + public SkeletonTool skeletonTool + { + get { return m_SkeletonTool; } + set { m_SkeletonTool = value; } + } + + public SkeletonMode mode + { + get { return m_Mode; } + set { m_Mode = value; } + } + + public bool editBindPose { get; set; } + + public override int defaultControlID + { + get + { + Debug.Assert(skeletonTool != null); + + return skeletonTool.defaultControlID; + } + } + + protected override void OnActivate() + { + Debug.Assert(skeletonTool != null); + skeletonTool.enableBoneInspector = true; + skeletonTool.Activate(); + } + + protected override void OnDeactivate() + { + skeletonTool.enableBoneInspector = false; + skeletonTool.Deactivate(); + } + + private SkeletonMode OverrideMode() + { + var modeOverride = mode; + + //Disable SkeletonManipulation if character exists and we are in SpriteSheet mode + if (skinningCache.mode == SkinningMode.SpriteSheet && skinningCache.hasCharacter && editBindPose) + modeOverride = SkeletonMode.Selection; + + return modeOverride; + } + + protected override void OnGUI() + { + Debug.Assert(skeletonTool != null); + + skeletonTool.mode = OverrideMode(); + skeletonTool.editBindPose = editBindPose; + skeletonTool.DoGUI(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs.meta new file mode 100644 index 00000000..f5fe403b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkeletonTool/SkeletonToolWrapper.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4d7d16e2d9869a84190616f30b11be2d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache.meta new file mode 100644 index 00000000..a4849095 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 181aae7e64f90f940a2588cc2b4cbaf7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCache.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCache.cs new file mode 100644 index 00000000..e3d16370 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCache.cs @@ -0,0 +1,332 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + [Serializable] + internal struct Pose + { + public Vector3 position; + public Quaternion rotation; + public Matrix4x4 matrix + { + get { return Matrix4x4.TRS(position, rotation, Vector3.one); } + } + + public static Pose Create(Vector3 p, Quaternion r) + { + var pose = new Pose() + { + position = p, + rotation = r + }; + + return pose; + } + + public override bool Equals(object other) + { + return other is Pose && this == (Pose)other; + } + + public override int GetHashCode() + { + return position.GetHashCode() ^ rotation.GetHashCode(); + } + + public static bool operator==(Pose p1, Pose p2) + { + return p1.position == p2.position && p1.rotation == p2.rotation; + } + + public static bool operator!=(Pose p1, Pose p2) + { + return !(p1 == p2); + } + } + + [Serializable] + internal struct BonePose + { + public Pose pose; + public float length; + public static BonePose Create(Pose p, float l) + { + var pose = new BonePose() + { + pose = p, + length = l + }; + + return pose; + } + + public override bool Equals(object other) + { + return other is BonePose && this == (BonePose)other; + } + + public override int GetHashCode() + { + return pose.GetHashCode() ^ length.GetHashCode(); + } + + public static bool operator==(BonePose p1, BonePose p2) + { + return p1.pose == p2.pose && p1.length == p2.length; + } + + public static bool operator!=(BonePose p1, BonePose p2) + { + return !(p1 == p2); + } + } + + internal class BoneCache : TransformCache + { + [SerializeField] + Color m_BindPoseColor; + [SerializeField] + private Pose m_BindPose; + [SerializeField] + private BonePose m_DefaultPose; + [SerializeField] + private BoneCache m_ChainedChild; + [SerializeField] + private float m_Depth; + [SerializeField] + private float m_LocalLength = 1f; + [SerializeField] + private bool m_IsVisible = true; + + public bool NotInDefaultPose() + { + return localPosition != m_DefaultPose.pose.position + || localRotation != m_DefaultPose.pose.rotation + || localLength != m_DefaultPose.length; + } + + public bool isVisible + { + get { return m_IsVisible; } + set { m_IsVisible = value; } + } + + public Color bindPoseColor + { + get { return m_BindPoseColor; } + set { m_BindPoseColor = value; } + } + + public virtual BoneCache parentBone + { + get { return parent as BoneCache; } + } + + public SkeletonCache skeleton + { + get + { + var skeleton = parent as SkeletonCache; + + if (skeleton != null) + return skeleton; + + if (parentBone != null) + return parentBone.skeleton; + + return null; + } + } + + public virtual BoneCache chainedChild + { + get + { + if (m_ChainedChild != null && m_ChainedChild.parentBone == this) + return m_ChainedChild; + + return null; + } + set + { + if (m_ChainedChild != value) + { + if (value == null || value.parentBone == this) + { + m_ChainedChild = value; + if(m_ChainedChild != null) + OrientToChainedChild(false); + } + } + } + } + + public Vector3 localEndPosition + { + get { return Vector3.right * localLength; } + } + + public Vector3 endPosition + { + get { return localToWorldMatrix.MultiplyPoint3x4(localEndPosition); } + set + { + if (chainedChild == null) + { + var direction = value - position; + right = direction; + length = direction.magnitude; + } + } + } + + public BonePose localPose + { + get { return BonePose.Create(Pose.Create(localPosition, localRotation), localLength); } + set + { + localPosition = value.pose.position; + localRotation = value.pose.rotation; + localLength = value.length; + } + } + + public BonePose worldPose + { + get { return BonePose.Create(Pose.Create(position, rotation), length); } + set + { + position = value.pose.position; + rotation = value.pose.rotation; + length = value.length; + } + } + + public Pose bindPose + { + get { return m_BindPose; } + set { m_BindPose = value; } + } + + public float depth + { + get { return m_Depth; } + set { m_Depth = value; } + } + public float localLength + { + get { return m_LocalLength; } + set { m_LocalLength = Mathf.Max(0f, value); } + } + + public float length + { + get { return localToWorldMatrix.MultiplyVector(localEndPosition).magnitude; } + set { m_LocalLength = worldToLocalMatrix.MultiplyVector(right * Mathf.Max(0f, value)).magnitude; } + } + + internal Pose[] GetChildrenWoldPose() + { + return Array.ConvertAll(children, c => Pose.Create(c.position, c.rotation)); + } + + internal void SetChildrenWorldPose(Pose[] worldPose) + { + var childrenArray = children; + + Debug.Assert(childrenArray.Length == worldPose.Length); + + for (var i = 0; i < childrenArray.Length; ++i) + { + var child = childrenArray[i]; + var pose= worldPose[i]; + + child.position = pose.position; + child.rotation = pose.rotation; + } + } + + internal override void OnDestroy() + { + base.OnDestroy(); + m_ChainedChild = null; + } + + new public void SetParent(TransformCache newParent) + { + SetParent(newParent, true); + } + + new public void SetParent(TransformCache newParent, bool worldPositionStays) + { + if (parentBone != null && parentBone.chainedChild == this) + parentBone.chainedChild = null; + + base.SetParent(newParent, worldPositionStays); + + if (parentBone != null && parentBone.chainedChild == null && (parentBone.endPosition - position).sqrMagnitude < 0.001f) + parentBone.chainedChild = this; + } + + public void OrientToChainedChild(bool freezeChildren) + { + Debug.Assert(chainedChild != null); + + var childPosition = chainedChild.position; + var childRotation = chainedChild.rotation; + + Pose[] childrenWorldPose = null; + + if (freezeChildren) + childrenWorldPose = GetChildrenWoldPose(); + + right = childPosition - position; + + if (freezeChildren) + { + SetChildrenWorldPose(childrenWorldPose); + } + else + { + chainedChild.position = childPosition; + chainedChild.rotation = childRotation; + } + + length = (childPosition - position).magnitude; + } + + public void SetDefaultPose() + { + m_DefaultPose = localPose; + + if (IsUnscaled()) + m_BindPose = worldPose.pose; + else + throw new Exception("BindPose cannot be set under global scale"); + } + + public void RestoreDefaultPose() + { + localPose = m_DefaultPose; + } + + private bool IsUnscaled() + { + var currentTransform = this as TransformCache; + + while (currentTransform != null) + { + var scale = currentTransform.localScale; + var isUnscaled = Mathf.Approximately(scale.x, 1f) && Mathf.Approximately(scale.y, 1f) && Mathf.Approximately(scale.z, 1f); + + if (!isUnscaled) + return false; + + currentTransform = currentTransform.parent; + } + + return true; + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCache.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCache.cs.meta new file mode 100644 index 00000000..49fd65bc --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCache.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 262d646365ba9344aa9e63c3d60c4522 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs new file mode 100644 index 00000000..691c534e --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs @@ -0,0 +1,130 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + + +namespace UnityEditor.U2D.Animation +{ + internal static class BoneCacheExtensions + { + public static BoneCache[] ToCharacterIfNeeded(this BoneCache[] bones) + { + return Array.ConvertAll(bones, b => ToCharacterIfNeeded(b)); + } + + public static BoneCache[] ToSpriteSheetIfNeeded(this BoneCache[] bones) + { + return Array.ConvertAll(bones, b => ToSpriteSheetIfNeeded(b)); + } + + public static BoneCache ToCharacterIfNeeded(this BoneCache bone) + { + if (bone == null) + return null; + + var skinningCache = bone.skinningCache; + + if (skinningCache.hasCharacter) + { + if (bone.skeleton != skinningCache.character.skeleton) + { + var selectedSprite = skinningCache.selectedSprite; + + if (selectedSprite == null) + return null; + + var skeleton = selectedSprite.GetSkeleton(); + var characterPart = selectedSprite.GetCharacterPart(); + + Debug.Assert(skeleton != null); + Debug.Assert(characterPart != null); + Debug.Assert(bone.skeleton == skeleton); + Debug.Assert(skeleton.BoneCount == characterPart.BoneCount); + + var index = skeleton.IndexOf(bone); + + if (index == -1) + bone = null; + else + bone = characterPart.GetBone(index); + } + } + + return bone; + } + + public static BoneCache ToSpriteSheetIfNeeded(this BoneCache bone) + { + if (bone == null) + return null; + + var skinningCache = bone.skinningCache; + + if (skinningCache.hasCharacter && skinningCache.mode == SkinningMode.SpriteSheet) + { + var selectedSprite = skinningCache.selectedSprite; + + if (selectedSprite == null) + return null; + + var characterSkeleton = skinningCache.character.skeleton; + + Debug.Assert(bone.skeleton == characterSkeleton); + + var skeleton = selectedSprite.GetSkeleton(); + var characterPart = selectedSprite.GetCharacterPart(); + + Debug.Assert(skeleton != null); + Debug.Assert(characterPart != null); + Debug.Assert(skeleton.BoneCount == characterPart.BoneCount); + + var index = characterPart.IndexOf(bone); + + if (index == -1) + bone = null; + else + bone = skeleton.GetBone(index); + } + + return bone; + } + + public static UnityEngine.U2D.SpriteBone ToSpriteBone(this BoneCache bone, Matrix4x4 rootTransform, int parentId) + { + var position = bone.localPosition; + var rotation = bone.localRotation; + + if (parentId == -1) + { + rotation = bone.rotation; + position = rootTransform.inverse.MultiplyPoint3x4(bone.position); + } + + return new UnityEngine.U2D.SpriteBone() + { + name = bone.name, + position = new Vector3(position.x, position.y, bone.depth), + rotation = rotation, + length = bone.localLength, + parentId = parentId + }; + } + + public static UnityEngine.U2D.SpriteBone[] ToSpriteBone(this BoneCache[] bones, Matrix4x4 rootTransform) + { + var spriteBones = new List(); + + foreach (var bone in bones) + { + var parentId = -1; + + if (ArrayUtility.Contains(bones, bone.parentBone)) + parentId = Array.IndexOf(bones, bone.parentBone); + + spriteBones.Add(bone.ToSpriteBone(rootTransform, parentId)); + } + + return spriteBones.ToArray(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs.meta new file mode 100644 index 00000000..228ad6bf --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/BoneCacheExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: d50b4f1248a256c4d96a6b0e9f346671 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterCache.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterCache.cs new file mode 100644 index 00000000..d0d4713f --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterCache.cs @@ -0,0 +1,53 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class CharacterCache : SkinningObject, IEnumerable + { + [SerializeField] + private SkeletonCache m_Skeleton; + [SerializeField] + private List m_Parts = new List(); + [SerializeField] + private Vector2Int m_Dimension; + [SerializeField] + private List m_Groups = new List(); + + public SkeletonCache skeleton + { + get { return m_Skeleton; } + set { m_Skeleton = value; } + } + + public virtual CharacterPartCache[] parts + { + get { return m_Parts.ToArray(); } + set { m_Parts = new List(value); } + } + + public virtual CharacterGroupCache[] groups + { + get { return m_Groups.ToArray(); } + set { m_Groups = new List(value); } + } + + public Vector2Int dimension + { + get { return m_Dimension; } + set { m_Dimension = value; } + } + + public IEnumerator GetEnumerator() + { + return ((IEnumerable)m_Parts).GetEnumerator(); + } + + IEnumerator IEnumerable.GetEnumerator() + { + return ((IEnumerable)m_Parts).GetEnumerator(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterCache.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterCache.cs.meta new file mode 100644 index 00000000..1abde16e --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterCache.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 7fcfe3c97703ff145afae98c5b358e95 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs new file mode 100644 index 00000000..62bde653 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs @@ -0,0 +1,99 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + [Serializable] + internal class CharacterGroupCache : SkinningObject, ICharacterOrder + { + [SerializeField] + public int parentGroup; + [SerializeField] + private bool m_IsVisible = true; + [SerializeField] + private int m_Order = -1; + + public bool isVisible + { + get => m_IsVisible; + set + { + m_IsVisible = value; + skinningCache.GroupVisibilityChanged(this); + } + } + + public virtual int order + { + get => m_Order; + set => m_Order = value; + } + } + + internal class CharacterPartCache : TransformCache, ICharacterOrder + { + [SerializeField] + private SpriteCache m_Sprite; + [SerializeField] + private List m_Bones = new List(); + [SerializeField] + private bool m_IsVisible = true; + [SerializeField] + private int m_ParentGroup = -1; + [SerializeField] + private int m_Order = -1; + + public virtual int order + { + get => m_Order; + set => m_Order = value; + } + + public int parentGroup + { + get { return m_ParentGroup; } + set { m_ParentGroup = value; } + } + + public virtual bool isVisible + { + get { return m_IsVisible; } + set + { + m_IsVisible = value; + if (skinningCache != null) + skinningCache.SpriteVisibilityChanged(this); + } + } + + public int BoneCount { get { return m_Bones.Count; } } + + public virtual SpriteCache sprite + { + get { return m_Sprite; } + set { m_Sprite = value; } + } + + public BoneCache[] bones + { + get { return m_Bones.ToArray(); } + set { m_Bones = new List(value); } + } + + public BoneCache GetBone(int index) + { + return m_Bones[index]; + } + + public int IndexOf(BoneCache bone) + { + return m_Bones.IndexOf(bone); + } + + public bool Contains(BoneCache bone) + { + return m_Bones.Contains(bone); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs.meta new file mode 100644 index 00000000..e928a3f1 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCache.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6ad9a0e8a9171a24abf3f2b88bec2bfa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs new file mode 100644 index 00000000..5d539355 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs @@ -0,0 +1,79 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal static class CharacterPartCacheExtensions + { + public static void SyncSpriteSheetSkeleton(this CharacterPartCache characterPart) + { + var skinningCache = characterPart.skinningCache; + var character = skinningCache.character; + var characterSkeleton = character.skeleton; + var spriteSkeleton = characterPart.sprite.GetSkeleton(); + var spriteSkeletonBones = spriteSkeleton.bones; + var characterPartBones = characterPart.bones; + + if (spriteSkeletonBones.Length != characterPartBones.Length) + return; + + for (var i = 0; i < characterPartBones.Length; ++i) + { + var spriteBone = spriteSkeletonBones[i]; + var characterBone = characterPartBones[i]; + var childWorldPose = spriteBone.GetChildrenWoldPose(); + + spriteBone.position = spriteSkeleton.localToWorldMatrix.MultiplyPoint3x4( + characterPart.worldToLocalMatrix.MultiplyPoint3x4(characterBone.position)); + spriteBone.rotation = characterBone.rotation; + spriteBone.length = characterBone.length; + spriteBone.name = characterBone.name; + spriteBone.depth = characterBone.depth; + spriteBone.bindPoseColor = characterBone.bindPoseColor; + + spriteBone.SetChildrenWorldPose(childWorldPose); + } + + if (characterSkeleton.isPosePreview) + spriteSkeleton.SetPosePreview(); + else + spriteSkeleton.SetDefaultPose(); + } + + public static void DeassociateUnusedBones(this CharacterPartCache characterPart) + { + var skinningCache = characterPart.skinningCache; + var bones = characterPart.bones; + + if (bones.Length == 0) + return; + + Debug.Assert(characterPart.sprite != null); + + var mesh = characterPart.sprite.GetMesh(); + + Debug.Assert(mesh != null); + + var vertices = mesh.vertices; + var newBonesSet = new HashSet(); + + foreach (var vertex in vertices) + { + var boneWeight = vertex.editableBoneWeight; + + foreach (BoneWeightChannel channel in boneWeight) + if (channel.enabled) + newBonesSet.Add(bones[channel.boneIndex]); + } + + bones = new List(newBonesSet).ToArray(); + + characterPart.bones = bones; + + characterPart.sprite.UpdateMesh(bones); + + skinningCache.events.characterPartChanged.Invoke(characterPart); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs.meta new file mode 100644 index 00000000..b56e4616 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/CharacterPartCacheExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 08c6298ccaa77394ab7bed9478eb9a9a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshCache.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshCache.cs new file mode 100644 index 00000000..652c49a5 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshCache.cs @@ -0,0 +1,203 @@ +using System.Collections.Generic; +using UnityEditor.U2D.Sprites; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class MeshCache : SkinningObject, ISpriteMeshData + { + [SerializeField] + private SpriteCache m_Sprite; + [SerializeField] + private List m_Vertices = new List(); + [SerializeField] + private List m_Indices = new List(); + [SerializeField] + private List m_Edges = new List(); + [SerializeField] + private List m_Bones = new List(); + public ITextureDataProvider textureDataProvider { get; set; } + + public SpriteCache sprite + { + get { return m_Sprite; } + set { m_Sprite = value; } + } + + public List vertices + { + get { return m_Vertices; } + set { m_Vertices = value; } + } + + public List vertexPositionOverride { get; set; } + + public List edges + { + get { return m_Edges; } + set { m_Edges = value; } + } + + public List indices + { + get { return m_Indices; } + set { m_Indices = value; } + } + + public BoneCache[] bones + { + get { return m_Bones.ToArray(); } + set { SetBones(value); } + } + + Rect ISpriteMeshData.frame + { + get { return sprite.textureRect; } + set {} + } + + public int vertexCount + { + get { return m_Vertices.Count; } + } + + public int boneCount + { + get { return m_Bones.Count; } + } + + public Vector2 GetPosition(int index) + { + if (vertexPositionOverride != null) + return vertexPositionOverride[index]; + + return m_Vertices[index].position; + } + + public void SetPosition(int index, Vector2 position) + { + if (vertexPositionOverride != null) + return; + + m_Vertices[index].position = position; + } + + public EditableBoneWeight GetWeight(int index) + { + return m_Vertices[index].editableBoneWeight; + } + + public void SetWeight(int index, EditableBoneWeight weight) + { + m_Vertices[index].editableBoneWeight = weight; + } + + public void AddVertex(Vector2 position, BoneWeight weight) + { + m_Vertices.Add(new Vertex2D(position, weight)); + } + + public void RemoveVertex(int index) + { + m_Vertices.RemoveAt(index); + } + + SpriteBoneData ISpriteMeshData.GetBoneData(int index) + { + var worldToLocalMatrix = sprite.worldToLocalMatrix; + + //We expect m_Bones to contain character's bones references if character exists. Sprite's skeleton bones otherwise. + if (skinningCache.hasCharacter) + worldToLocalMatrix = sprite.GetCharacterPart().worldToLocalMatrix; + + SpriteBoneData spriteBoneData = null; + var bone = m_Bones[index]; + + if (bone == null) + spriteBoneData = new SpriteBoneData(); + else + { + spriteBoneData = new SpriteBoneData() + { + name = bone.name, + parentId = bone.parentBone == null ? -1 : m_Bones.IndexOf(bone.parentBone), + localPosition = bone.localPosition, + localRotation = bone.localRotation, + position = worldToLocalMatrix.MultiplyPoint3x4(bone.position), + endPosition = worldToLocalMatrix.MultiplyPoint3x4(bone.endPosition), + depth = bone.depth, + length = bone.localLength + }; + } + + return spriteBoneData; + } + + float ISpriteMeshData.GetBoneDepth(int index) + { + return m_Bones[index].depth; + } + + public void Clear() + { + m_Vertices.Clear(); + m_Indices.Clear(); + m_Edges.Clear(); + } + + public bool ContainsBone(BoneCache bone) + { + return m_Bones.Contains(bone); + } + + public void SetCompatibleBoneSet(BoneCache[] bones) + { + m_Bones = new List(bones); + } + + private void SetBones(BoneCache[] bones) + { + FixWeights(bones); + SetCompatibleBoneSet(bones); + } + + private void FixWeights(BoneCache[] newBones) + { + var newBonesList = new List(newBones); + var indexMap = new Dictionary(); + + for (var i = 0; i < m_Bones.Count; ++i) + { + var bone = m_Bones[i]; + var newIndex = newBonesList.IndexOf(bone); + + if (newIndex != -1) + indexMap.Add(i, newIndex); + } + + foreach (Vertex2D vertex in vertices) + { + var boneWeight = vertex.editableBoneWeight; + + for (var i = 0; i < boneWeight.Count; ++i) + { + var newIndex = 0; + var boneRemoved = indexMap.TryGetValue(boneWeight[i].boneIndex, out newIndex) == false; + + if (boneRemoved) + { + boneWeight[i].weight = 0f; + boneWeight[i].enabled = false; + } + + boneWeight[i].boneIndex = newIndex; + + if (boneRemoved) + boneWeight.CompensateOtherChannels(i); + } + + boneWeight.UnifyChannelsWithSameBoneIndex(); + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshCache.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshCache.cs.meta new file mode 100644 index 00000000..d563b71f --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshCache.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ec847c6dc93e9e6459ad61443ca36507 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshPreviewCache.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshPreviewCache.cs new file mode 100644 index 00000000..87a7af0a --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshPreviewCache.cs @@ -0,0 +1,370 @@ +using UnityEngine; +using System; +using System.Collections.Generic; + +namespace UnityEditor.U2D.Animation +{ + internal class MeshPreviewCache : SkinningObject + { + private const int kNiceColorCount = 6; + + [SerializeField] + private SpriteCache m_Sprite; + [SerializeField] + private Mesh m_Mesh; + [SerializeField] + private Mesh m_DefaultMesh; + private List m_SkinnedVertices = new List(); + private List m_Vertices = new List(); + private List m_Weights = new List(); + private List m_TexCoords = new List(); + private List m_Colors = new List(); + private List m_SkinningMatrices = new List(); + private bool m_MeshDirty; + private bool m_VerticesDirty; + private bool m_SkinningDirty; + private bool m_WeightsDirty; + private bool m_IndicesDirty; + private bool m_ColorsDirty; + private bool m_EnableSkinning; + + public SpriteCache sprite + { + get { return m_Sprite; } + set + { + m_Sprite = value; + InitializeDefaultMesh(); + SetMeshDirty(); + } + } + + public Mesh mesh { get { return m_Mesh; } } + public Mesh defaultMesh { get { return m_DefaultMesh; } } + + public bool enableSkinning + { + get + { + return m_EnableSkinning; + } + + set + { + if (m_EnableSkinning != value) + { + m_EnableSkinning = value; + SetSkinningDirty(); + } + } + } + + public bool canSkin + { + get { return CanSkin(); } + } + + public List vertices + { + get + { + if (enableSkinning && canSkin) + return m_SkinnedVertices; + + return m_Vertices; + } + } + + private bool CanSkin() + { + if (m_Vertices.Count == 0 || m_Vertices.Count != m_Weights.Count) + return false; + + var bones = sprite.GetBonesFromMode(); + + Debug.Assert(bones != null); + + if (bones.Length == 0) + return false; + + foreach (var weight in m_Weights) + { + if (weight.boneIndex0 < 0 || weight.boneIndex0 >= bones.Length || + weight.boneIndex1 < 0 || weight.boneIndex1 >= bones.Length || + weight.boneIndex2 < 0 || weight.boneIndex2 >= bones.Length || + weight.boneIndex3 < 0 || weight.boneIndex3 >= bones.Length) + return false; + } + + return true; + } + + internal override void OnCreate() + { + m_Mesh = CreateMesh(); + m_DefaultMesh = CreateMesh(); + } + + internal override void OnDestroy() + { + DestroyImmediate(m_Mesh); + DestroyImmediate(m_DefaultMesh); + } + + private Mesh CreateMesh() + { + var mesh = new Mesh(); + mesh.MarkDynamic(); + mesh.hideFlags = HideFlags.DontSave; + + return mesh; + } + + private void InitializeDefaultMesh() + { + Debug.Assert(sprite != null); + Debug.Assert(m_DefaultMesh != null); + + var meshCache = sprite.GetMesh(); + + Debug.Assert(meshCache != null); + + int width, height; + meshCache.textureDataProvider.GetTextureActualWidthAndHeight(out width, out height); + + var uvScale = new Vector2(1f / width, 1f / height); + Vector3 position = sprite.textureRect.position; + var size = sprite.textureRect.size; + + var vertices = new List() + { + Vector3.zero, + new Vector3(0f, size.y, 0f), + new Vector3(size.x, 0f, 0f), + size, + }; + + var uvs = new List() + { + Vector3.Scale(vertices[0] + position, uvScale), + Vector3.Scale(vertices[1] + position, uvScale), + Vector3.Scale(vertices[2] + position, uvScale), + Vector3.Scale(vertices[3] + position, uvScale), + }; + + m_DefaultMesh.SetVertices(vertices); + m_DefaultMesh.SetUVs(0, uvs); + m_DefaultMesh.SetColors(new List + { + Color.black, + Color.black, + Color.black, + Color.black + }); + m_DefaultMesh.SetIndices(new int[] + { + 0, 1, 3, 0, 3, 2 + }, + MeshTopology.Triangles, 0); + + m_DefaultMesh.UploadMeshData(false); + } + + public void SetMeshDirty() + { + m_MeshDirty = true; + } + + public void SetVerticesDirty() + { + m_VerticesDirty = true; + } + + public void SetSkinningDirty() + { + m_SkinningDirty = true; + } + + public void SetWeightsDirty() + { + m_WeightsDirty = true; + } + + public void SetIndicesDirty() + { + m_IndicesDirty = true; + } + + public void SetColorsDirty() + { + m_ColorsDirty = true; + } + + public void Prepare() + { + var meshChanged = false; + var meshCache = sprite.GetMesh(); + + Debug.Assert(meshCache != null); + + m_MeshDirty |= m_Vertices.Count != meshCache.vertices.Count; + + if (m_MeshDirty) + { + m_Mesh.Clear(); + m_VerticesDirty = true; + m_WeightsDirty = true; + m_IndicesDirty = true; + m_SkinningDirty = true; + m_MeshDirty = false; + } + + if (m_VerticesDirty) + { + m_Vertices.Clear(); + m_TexCoords.Clear(); + + int width, height; + meshCache.textureDataProvider.GetTextureActualWidthAndHeight(out width, out height); + + var uvScale = new Vector2(1f / width, 1f / height); + + foreach (var vertex in meshCache.vertices) + { + m_Vertices.Add(vertex.position); + m_TexCoords.Add(Vector2.Scale(vertex.position + sprite.textureRect.position, uvScale)); + } + + m_Mesh.SetVertices(m_Vertices); + m_Mesh.SetUVs(0, m_TexCoords); + meshChanged = true; + m_VerticesDirty = false; + } + + if (m_WeightsDirty) + { + m_Weights.Clear(); + + for (int i = 0; i < meshCache.vertices.Count; ++i) + { + var vertex = meshCache.vertices[i]; + m_Weights.Add(vertex.editableBoneWeight.ToBoneWeight(true)); + } + + SetColorsDirty(); + meshChanged = true; + m_WeightsDirty = false; + } + + if (m_ColorsDirty) + { + PrepareColors(); + + m_Mesh.SetColors(m_Colors); + meshChanged = true; + m_ColorsDirty = false; + } + + if (m_IndicesDirty) + { + m_Mesh.SetTriangles(meshCache.indices, 0); + meshChanged = true; + m_IndicesDirty = false; + } + + if (m_SkinningDirty) + { + if (enableSkinning && canSkin) + { + SkinVertices(); + m_Mesh.SetVertices(m_SkinnedVertices); + meshChanged = true; + } + + m_SkinningDirty = false; + } + + if (meshChanged) + { + m_Mesh.UploadMeshData(false); + m_Mesh.RecalculateBounds(); + skinningCache.events.meshPreviewChanged.Invoke(this); + } + } + + private void PrepareColors() + { + var bones = sprite.GetBonesFromMode(); + + Debug.Assert(bones != null); + + m_Colors.Clear(); + + for (var i = 0; i < m_Weights.Count; ++i) + { + var boneWeight = m_Weights[i]; + var weightSum = 0f; + var color = Color.black; + + for (var j = 0; j < 4; ++j) + { + var boneIndex = boneWeight.GetBoneIndex(j); + var weight = boneWeight.GetWeight(j); + + if (boneIndex >= 0 && boneIndex < bones.Length) + color += bones[boneIndex].bindPoseColor * weight; + + weightSum += weight; + } + + color.a = 1f; + + m_Colors.Add(Color.Lerp(Color.black, color, weightSum)); + } + } + + private void SkinVertices() + { + Debug.Assert(canSkin); + Debug.Assert(sprite != null); + + var bones = sprite.GetBonesFromMode(); + + var originMatrix = Matrix4x4.TRS(sprite.pivotRectSpace, Quaternion.identity, Vector3.one); + var originInverseMatrix = originMatrix.inverse; + var spriteMatrix = sprite.GetLocalToWorldMatrixFromMode(); + var spriteMatrixInv = spriteMatrix.inverse; + + m_SkinnedVertices.Clear(); + m_SkinningMatrices.Clear(); + + for (int i = 0; i < bones.Length; ++i) + m_SkinningMatrices.Add(spriteMatrixInv * originInverseMatrix * bones[i].localToWorldMatrix * bones[i].bindPose.matrix.inverse * spriteMatrix); + + for (int i = 0; i < m_Vertices.Count; ++i) + { + var position = m_Vertices[i]; + BoneWeight boneWeight = m_Weights[i]; + float weightSum = boneWeight.weight0 + boneWeight.weight1 + boneWeight.weight2 + boneWeight.weight3; + + if (weightSum > 0f) + { + var weightSumInv = 1f / weightSum; + var skinnedPosition = m_SkinningMatrices[boneWeight.boneIndex0].MultiplyPoint3x4(position) * boneWeight.weight0 * weightSumInv + + m_SkinningMatrices[boneWeight.boneIndex1].MultiplyPoint3x4(position) * boneWeight.weight1 * weightSumInv + + m_SkinningMatrices[boneWeight.boneIndex2].MultiplyPoint3x4(position) * boneWeight.weight2 * weightSumInv + + m_SkinningMatrices[boneWeight.boneIndex3].MultiplyPoint3x4(position) * boneWeight.weight3 * weightSumInv; + + position = Vector3.Lerp(position, skinnedPosition, weightSum); + } + + m_SkinnedVertices.Add(position); + } + } + + protected override void OnAfterDeserialize() + { + SetMeshDirty(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshPreviewCache.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshPreviewCache.cs.meta new file mode 100644 index 00000000..1e1bad5b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/MeshPreviewCache.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 22143b1295b3a684d8118f7fa6c0403d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCache.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCache.cs new file mode 100644 index 00000000..7c8394d5 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCache.cs @@ -0,0 +1,192 @@ +using System.Collections; +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class SkeletonCache : TransformCache + { + [SerializeField] + private bool m_IsPosePreview = false; + [SerializeField] + private List m_Bones = new List(); + + public bool isPosePreview { get { return m_IsPosePreview; } } + + public int BoneCount { get { return m_Bones.Count; } } + + public virtual BoneCache[] bones + { + get { return m_Bones.ToArray(); } + } + + public void AddBone(BoneCache bone) + { + AddBone(bone, true); + } + + public void AddBone(BoneCache bone, bool worldPositionStays) + { + Debug.Assert(bone != null); + Debug.Assert(!Contains(bone)); + + if (bone.parent == null) + bone.SetParent(this, worldPositionStays); + + m_Bones.Add(bone); + } + + public void ReorderBones(IEnumerable boneCache) + { + if (boneCache.Count() == m_Bones.Count) + { + foreach (var b in m_Bones) + { + if (!boneCache.Contains(b)) + return; + } + m_Bones = boneCache.ToList(); + } + } + + public void DestroyBone(BoneCache bone) + { + Debug.Assert(bone != null); + Debug.Assert(Contains(bone)); + + m_Bones.Remove(bone); + + var children = bone.children; + foreach (var child in children) + child.SetParent(bone.parent); + + skinningCache.Destroy(bone); + } + + public void SetDefaultPose() + { + foreach (var bone in m_Bones) + bone.SetDefaultPose(); + + m_IsPosePreview = false; + } + + public void RestoreDefaultPose() + { + foreach (var bone in m_Bones) + bone.RestoreDefaultPose(); + + m_IsPosePreview = false; + skinningCache.events.skeletonPreviewPoseChanged.Invoke(this); + } + + public void SetPosePreview() + { + m_IsPosePreview = true; + } + + public BonePose[] GetLocalPose() + { + var pose = new List(); + + foreach (var bone in m_Bones) + pose.Add(bone.localPose); + + return pose.ToArray(); + } + + public void SetLocalPose(BonePose[] pose) + { + Debug.Assert(m_Bones.Count == pose.Length); + + for (var i = 0; i < m_Bones.Count; ++i) + m_Bones[i].localPose = pose[i]; + + m_IsPosePreview = true; + } + + public BonePose[] GetWorldPose() + { + var pose = new List(); + + foreach (var bone in m_Bones) + pose.Add(bone.worldPose); + + return pose.ToArray(); + } + + public void SetWorldPose(BonePose[] pose) + { + Debug.Assert(m_Bones.Count == pose.Length); + + for (var i = 0; i < m_Bones.Count; ++i) + { + var bone = m_Bones[i]; + var childWoldPose = bone.GetChildrenWoldPose(); + bone.worldPose = pose[i]; + bone.SetChildrenWorldPose(childWoldPose); + } + + m_IsPosePreview = true; + } + + public BoneCache GetBone(int index) + { + return m_Bones[index]; + } + + public int IndexOf(BoneCache bone) + { + return m_Bones.IndexOf(bone); + } + + public bool Contains(BoneCache bone) + { + return m_Bones.Contains(bone); + } + + public void Clear() + { + var roots = children; + + foreach (var root in roots) + DestroyHierarchy(root); + + m_Bones.Clear(); + } + + public string GetUniqueName(BoneCache bone) + { + Debug.Assert(Contains(bone)); + + var boneName = bone.name; + var names = m_Bones.ConvertAll(b => b.name); + var index = IndexOf(bone); + var count = 0; + + Debug.Assert(index < names.Count); + + for (var i = 0; i < index; ++i) + if (names[i].Equals(boneName)) + ++count; + + if (count == 0) + return boneName; + + return string.Format("{0} ({1})", boneName, count + 1); + } + + private void DestroyHierarchy(TransformCache root) + { + Debug.Assert(root != null); + + var children = root.children; + + foreach (var child in children) + DestroyHierarchy(child); + + skinningCache.Destroy(root); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCache.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCache.cs.meta new file mode 100644 index 00000000..e4b7064f --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCache.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9fd71ece24e4d504ba204588a27de2cc +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCacheExtensions.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCacheExtensions.cs new file mode 100644 index 00000000..32c2a78b --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCacheExtensions.cs @@ -0,0 +1,181 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal static class SkeletonCacheExtensions + { + public static void RotateBones(this SkeletonCache skeleton, BoneCache[] bones, float deltaAngle) + { + Debug.Assert(skeleton != null); + + foreach (var bone in bones) + { + Debug.Assert(bone != null); + Debug.Assert(skeleton.Contains(bone)); + + bone.localRotation *= Quaternion.AngleAxis(deltaAngle, Vector3.forward); + } + } + + public static void MoveBones(this SkeletonCache skeleton, BoneCache[] bones, Vector3 deltaPosition) + { + Debug.Assert(skeleton != null); + + foreach (var bone in bones) + { + Debug.Assert(bone != null); + Debug.Assert(skeleton.Contains(bone)); + + bone.position += deltaPosition; + + if (bone.parentBone != null && bone.parentBone.chainedChild == bone) + bone.parentBone.OrientToChainedChild(false); + } + } + + public static void FreeMoveBones(this SkeletonCache skeleton, BoneCache[] bones, Vector3 deltaPosition) + { + Debug.Assert(skeleton != null); + + foreach (var bone in bones) + { + Debug.Assert(bone != null); + Debug.Assert(skeleton.Contains(bone)); + + var childrenWorldPose = bone.GetChildrenWoldPose(); + + if (bone.chainedChild != null && ArrayUtility.Contains(bones, bone.chainedChild) == false) + bone.chainedChild = null; + + if (bone.parentBone != null && bone.parentBone.chainedChild == bone && ArrayUtility.Contains(bones, bone.parentBone) == false) + bone.parentBone.chainedChild = null; + + bone.position += deltaPosition; + + bone.SetChildrenWorldPose(childrenWorldPose); + } + } + + public static void MoveJoints(this SkeletonCache skeleton, BoneCache[] bones, Vector3 deltaPosition) + { + Debug.Assert(skeleton != null); + + foreach (var bone in bones) + { + Debug.Assert(bone != null); + Debug.Assert(skeleton.Contains(bone)); + + var childrenWorldPose = bone.GetChildrenWoldPose(); + var endPosition = bone.endPosition; + + bone.position += deltaPosition; + + if (bone.localLength > 0f) + bone.endPosition = endPosition; + + if (bone.parentBone != null && bone.parentBone.chainedChild == bone) + bone.parentBone.OrientToChainedChild(true); + + bone.SetChildrenWorldPose(childrenWorldPose); + + if (bone.chainedChild != null) + bone.OrientToChainedChild(true); + } + } + + public static void SetEndPosition(this SkeletonCache skeleton, BoneCache bone, Vector3 endPosition) + { + Debug.Assert(skeleton != null); + Debug.Assert(bone != null); + Debug.Assert(skeleton.Contains(bone)); + + var childrenStorage = bone.GetChildrenWoldPose(); + bone.endPosition = endPosition; + bone.SetChildrenWorldPose(childrenStorage); + } + + public static BoneCache SplitBone(this SkeletonCache skeleton, BoneCache boneToSplit, float splitLength, string name) + { + Debug.Assert(skeleton.Contains(boneToSplit)); + Debug.Assert(boneToSplit.length > splitLength); + + var endPosition = boneToSplit.endPosition; + var chainedChild = boneToSplit.chainedChild; + var splitPosition = boneToSplit.position + boneToSplit.right * splitLength; + + boneToSplit.length = splitLength; + + var bone = skeleton.CreateBone(boneToSplit, splitPosition, endPosition, true, name); + + if (chainedChild != null) + { + chainedChild.SetParent(bone); + bone.chainedChild = chainedChild; + } + + return bone; + } + + public static BoneCache CreateBone(this SkeletonCache skeleton, BoneCache parentBone, Vector3 position, Vector3 endPosition, bool isChained, string name) + { + Debug.Assert(skeleton != null); + + if (parentBone != null) + Debug.Assert(skeleton.Contains(parentBone)); + + var bone = skeleton.skinningCache.CreateCache(); + + bone.SetParent(parentBone); + bone.name = name; + bone.bindPoseColor = ModuleUtility.CalculateNiceColor(skeleton.BoneCount, 6); + bone.position = position; + bone.endPosition = endPosition; + + if (isChained && parentBone != null) + parentBone.chainedChild = bone; + + skeleton.AddBone(bone); + + + return bone; + } + + public static void SetBones(this SkeletonCache skeleton, BoneCache[] bones) + { + skeleton.SetBones(bones, true); + } + + public static void SetBones(this SkeletonCache skeleton, BoneCache[] bones, bool worldPositionStays) + { + skeleton.Clear(); + skeleton.AddBones(bones, worldPositionStays); + skeleton.SetDefaultPose(); + } + + public static void AddBones(this SkeletonCache skeleton, BoneCache[] bones) + { + skeleton.AddBones(bones, true); + } + + public static void AddBones(this SkeletonCache skeleton, BoneCache[] bones, bool worldPositionStays) + { + foreach (var bone in bones) + skeleton.AddBone(bone, worldPositionStays); + } + + public static void DestroyBones(this SkeletonCache skeleton, BoneCache[] bones) + { + Debug.Assert(skeleton != null); + + foreach (var bone in bones) + { + Debug.Assert(bone != null); + Debug.Assert(skeleton.Contains(bone)); + + skeleton.DestroyBone(bone); + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCacheExtensions.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCacheExtensions.cs.meta new file mode 100644 index 00000000..1d980dc0 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkeletonCacheExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 0a2dae245e3ce6444a467f0c55afd6f2 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCache.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCache.cs new file mode 100644 index 00000000..5f9ad60a --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCache.cs @@ -0,0 +1,1057 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using System.Text; +using UnityEngine; +using UnityEditor.U2D.Layout; +using UnityEditor.U2D.Sprites; + +using UnityEngine.U2D.Common; +using Debug = UnityEngine.Debug; +using UnityEngine.UIElements; + +namespace UnityEditor.U2D.Animation +{ + internal class SkinningObject : CacheObject + { + public SkinningCache skinningCache + { + get { return owner as SkinningCache; } + } + } + + internal class SkinningCache : Cache + { + [Serializable] + private class SpriteMap : SerializableDictionary {} + [Serializable] + private class MeshMap : SerializableDictionary {} + [Serializable] + private class SkeletonMap : SerializableDictionary {} + [Serializable] + private class ToolMap : SerializableDictionary {} + [Serializable] + private class MeshPreviewMap : SerializableDictionary {} + [Serializable] + private class CharacterPartMap : SerializableDictionary {} + + [SerializeField] + private SkinningEvents m_Events = new SkinningEvents(); + [SerializeField] + private List m_Tools = new List(); + [SerializeField] + private SpriteMap m_SpriteMap = new SpriteMap(); + [SerializeField] + private MeshMap m_MeshMap = new MeshMap(); + [SerializeField] + private MeshPreviewMap m_MeshPreviewMap = new MeshPreviewMap(); + [SerializeField] + private SkeletonMap m_SkeletonMap = new SkeletonMap(); + [SerializeField] + private CharacterPartMap m_CharacterPartMap = new CharacterPartMap(); + [SerializeField] + private ToolMap m_ToolMap = new ToolMap(); + [SerializeField] + private SelectionTool m_SelectionTool; + [SerializeField] + private CharacterCache m_Character; + [SerializeField] + private SkinningMode m_Mode = SkinningMode.SpriteSheet; + [SerializeField] + private BaseTool m_SelectedTool; + [SerializeField] + private SpriteCache m_SelectedSprite; + [SerializeField] + private SkeletonSelection m_SkeletonSelection = new SkeletonSelection(); + [SerializeField] + private SpriteCategoryListCacheObject m_SpriteCategoryList; + [SerializeField] + private ISkinningCachePersistentState m_State; + + private StringBuilder m_StringBuilder = new StringBuilder(); + + public BaseTool selectedTool + { + get { return m_SelectedTool; } + set + { + m_SelectedTool = value; + try + { + m_State.lastUsedTool = m_ToolMap[value]; + } + catch (KeyNotFoundException) + { + m_State.lastUsedTool = Tools.EditPose; + } + } + } + + public virtual SkinningMode mode + { + get { return m_Mode; } + set + { + m_Mode = CheckModeConsistency(value); + m_State.lastMode = m_Mode; + } + } + + public SpriteCache selectedSprite + { + get { return m_SelectedSprite; } + set + { + m_SelectedSprite = value; + m_State.lastSpriteId = m_SelectedSprite ? m_SelectedSprite.id : String.Empty; + } + } + + public float brushSize + { + get { return m_State.lastBrushSize; } + set { m_State.lastBrushSize = value; } + } + + public float brushHardness + { + get { return m_State.lastBrushHardness; } + set { m_State.lastBrushHardness = value; } + } + + public float brushStep + { + get { return m_State.lastBrushStep; } + set { m_State.lastBrushStep = value; } + } + + public int visibililtyToolIndex + { + get { return m_State.lastVisibilityToolIndex; } + set { m_State.lastVisibilityToolIndex = value; } + } + + public SkeletonSelection skeletonSelection + { + get { return m_SkeletonSelection; } + } + + public IndexedSelection vertexSelection + { + get { return m_State.lastVertexSelection; } + } + + public SkinningEvents events + { + get { return m_Events; } + } + + public SelectionTool selectionTool + { + get { return m_SelectionTool; } + } + + public SpriteCache[] GetSprites() + { + return m_SpriteMap.Values.ToArray(); + } + + public virtual CharacterCache character + { + get { return m_Character; } + } + + public bool hasCharacter + { + get { return character != null; } + } + + public bool applyingChanges + { + get; + set; + } + + private SkinningMode CheckModeConsistency(SkinningMode mode) + { + if (mode == SkinningMode.Character && hasCharacter == false) + mode = SkinningMode.SpriteSheet; + + return mode; + } + + public void Create(ISpriteEditor spriteEditor, ISkinningCachePersistentState state) + { + Clear(); + + var dataProvider = spriteEditor.GetDataProvider(); + var boneProvider = spriteEditor.GetDataProvider(); + var meshProvider = spriteEditor.GetDataProvider(); + var spriteRects = dataProvider.GetSpriteRects(); + var textureProvider = spriteEditor.GetDataProvider(); + + m_State = state; + m_State.lastTexture = textureProvider.texture; + + for (var i = 0; i < spriteRects.Length; i++) + { + var spriteRect = spriteRects[i]; + var sprite = CreateSpriteCache(spriteRect); + CreateSkeletonCache(sprite, boneProvider); + CreateMeshCache(sprite, meshProvider, textureProvider); + CreateMeshPreviewCache(sprite); + } + + CreateCharacter(spriteEditor); + CreateSpriteLibrary(spriteEditor); + } + + public void CreateToolCache(ISpriteEditor spriteEditor, LayoutOverlay layoutOverlay) + { + var spriteEditorDataProvider = spriteEditor.GetDataProvider(); + var skeletonTool = CreateCache(); + var meshTool = CreateCache(); + + skeletonTool.Initialize(layoutOverlay); + meshTool.Initialize(layoutOverlay); + + m_ToolMap.Add(Tools.EditPose, CreateSkeletonTool(skeletonTool, SkeletonMode.EditPose, false, layoutOverlay)); + m_ToolMap.Add(Tools.EditJoints, CreateSkeletonTool(skeletonTool, SkeletonMode.EditJoints, true, layoutOverlay)); + m_ToolMap.Add(Tools.CreateBone, CreateSkeletonTool(skeletonTool, SkeletonMode.CreateBone, true, layoutOverlay)); + m_ToolMap.Add(Tools.SplitBone, CreateSkeletonTool(skeletonTool, SkeletonMode.SplitBone, true, layoutOverlay)); + m_ToolMap.Add(Tools.ReparentBone, CreateSkeletonTool(skeletonTool, SkeletonMode.EditPose, false, layoutOverlay)); + + m_ToolMap.Add(Tools.EditGeometry, CreateMeshTool(skeletonTool, meshTool, SpriteMeshViewMode.EditGeometry, SkeletonMode.Disabled, layoutOverlay)); + m_ToolMap.Add(Tools.CreateVertex, CreateMeshTool(skeletonTool, meshTool, SpriteMeshViewMode.CreateVertex, SkeletonMode.Disabled, layoutOverlay)); + m_ToolMap.Add(Tools.CreateEdge, CreateMeshTool(skeletonTool, meshTool, SpriteMeshViewMode.CreateEdge, SkeletonMode.Disabled, layoutOverlay)); + m_ToolMap.Add(Tools.SplitEdge, CreateMeshTool(skeletonTool, meshTool, SpriteMeshViewMode.SplitEdge, SkeletonMode.Disabled, layoutOverlay)); + m_ToolMap.Add(Tools.GenerateGeometry, CreateMeshTool(skeletonTool, meshTool, SpriteMeshViewMode.EditGeometry, SkeletonMode.EditPose, layoutOverlay)); + var copyTool = CreateTool(); + copyTool.Initialize(layoutOverlay); + copyTool.pixelsPerUnit = spriteEditorDataProvider.pixelsPerUnit; + copyTool.skeletonTool = skeletonTool; + copyTool.meshTool = meshTool; + m_ToolMap.Add(Tools.CopyPaste, copyTool); + + CreateWeightTools(skeletonTool, meshTool, layoutOverlay); + + m_SelectionTool = CreateTool(); + m_SelectionTool.spriteEditor = spriteEditor; + m_SelectionTool.Initialize(layoutOverlay); + m_SelectionTool.Activate(); + + var visibilityTool = CreateTool(); + visibilityTool.Initialize(layoutOverlay); + visibilityTool.skeletonTool = skeletonTool; + m_ToolMap.Add(Tools.Visibility, visibilityTool); + + var switchModeTool = CreateTool(); + m_ToolMap.Add(Tools.SwitchMode, switchModeTool); + } + + public void RestoreFromPersistentState() + { + mode = m_State.lastMode; + events.skinningModeChanged.Invoke(mode); + + SpriteCache lastSprite; + var hasLastSprite = m_SpriteMap.TryGetValue(m_State.lastSpriteId, out lastSprite); + if (hasLastSprite) + { + selectedSprite = lastSprite; + } + else + { + vertexSelection.Clear(); + } + + BaseTool baseTool; + if (m_ToolMap.TryGetValue(m_State.lastUsedTool, out baseTool)) + { + selectedTool = baseTool; + } + else if (m_ToolMap.TryGetValue(Tools.EditPose, out baseTool)) + { + selectedTool = baseTool; + } + + var visibilityTool = m_ToolMap[Tools.Visibility]; + if (m_State.lastVisibilityToolActive) + { + visibilityTool.Activate(); + } + } + + public void RestoreToolStateFromPersistentState() + { + events.boneSelectionChanged.RemoveListener(BoneSelectionChanged); + events.skeletonPreviewPoseChanged.RemoveListener(SkeletonPreviewPoseChanged); + events.toolChanged.RemoveListener(ToolChanged); + + SkeletonCache skeleton = null; + if (hasCharacter) + skeleton = character.skeleton; + else if (selectedSprite != null) + skeleton = selectedSprite.GetSkeleton(); + + skeletonSelection.Clear(); + if (skeleton != null && m_State.lastBoneSelectionIds.Count > 0) + { + bool selectionChanged = false; + foreach (var bone in skeleton.bones) + { + var id = GetBoneNameHash(m_StringBuilder, bone); + if (m_State.lastBoneSelectionIds.Contains(id)) + { + skeletonSelection.Select(bone, true); + selectionChanged = true; + } + } + if (selectionChanged) + events.boneSelectionChanged.Invoke(); + } + + if (m_State.lastPreviewPose.Count > 0) + { + if (hasCharacter) + { + UpdatePoseFromPersistentState(character.skeleton, null); + } + foreach (var sprite in m_SkeletonMap.Keys) + { + UpdatePoseFromPersistentState(m_SkeletonMap[sprite], sprite); + } + } + + if (m_State.lastBoneVisibility.Count > 0) + { + if (hasCharacter) + { + UpdateVisibilityFromPersistentState(character.skeleton, null); + } + + foreach (var sprite in m_SkeletonMap.Keys) + { + UpdateVisibilityFromPersistentState(m_SkeletonMap[sprite], sprite); + } + } + + if (m_State.lastSpriteVisibility.Count > 0 && hasCharacter) + { + foreach (var characterPart in character.parts) + { + if (m_State.lastSpriteVisibility.TryGetValue(characterPart.sprite.id, out var visibility)) + { + characterPart.isVisible = visibility; + } + } + + foreach (var characterGroup in character.groups) + { + var groupHash = GetCharacterGroupHash(m_StringBuilder, characterGroup, character); + if (m_State.lastGroupVisibility.TryGetValue(groupHash, out var visibility)) + { + characterGroup.isVisible = visibility; + } + } + } + + events.boneSelectionChanged.AddListener(BoneSelectionChanged); + events.skeletonPreviewPoseChanged.AddListener(SkeletonPreviewPoseChanged); + events.toolChanged.AddListener(ToolChanged); + } + + private void UpdatePoseFromPersistentState(SkeletonCache skeleton, SpriteCache sprite) + { + bool poseChanged = false; + foreach (var bone in skeleton.bones) + { + var id = GetBoneNameHash(m_StringBuilder, bone, sprite); + BonePose pose; + if (m_State.lastPreviewPose.TryGetValue(id, out pose)) + { + bone.localPose = pose; + poseChanged = true; + } + } + if (poseChanged) + { + skeleton.SetPosePreview(); + events.skeletonPreviewPoseChanged.Invoke(skeleton); + } + } + + private void UpdateVisibilityFromPersistentState(SkeletonCache skeleton, SpriteCache sprite) + { + foreach (var bone in skeleton.bones) + { + var id = GetBoneNameHash(m_StringBuilder, bone, sprite); + if (m_State.lastBoneVisibility.TryGetValue(id, out var visibility)) + { + bone.isVisible = visibility; + } + } + } + + private const string kNameSeparator = "/"; + + private int GetBoneNameHash(StringBuilder sb, BoneCache bone, SpriteCache sprite = null) + { + sb.Clear(); + BuildBoneName(sb, bone); + sb.Append(kNameSeparator); + if (sprite != null) + { + sb.Append(sprite.id); + } + else + { + sb.Append(0); + } + return Animator.StringToHash(sb.ToString()); + } + + private void BuildBoneName(StringBuilder sb, BoneCache bone) + { + if (bone.parentBone != null) + { + BuildBoneName(sb, bone.parentBone); + sb.Append(kNameSeparator); + } + sb.Append(bone.name); + } + + private int GetCharacterGroupHash(StringBuilder sb, CharacterGroupCache characterGroup, CharacterCache characterCache) + { + sb.Clear(); + BuildGroupName(sb, characterGroup, characterCache); + return Animator.StringToHash(sb.ToString()); + } + + private void BuildGroupName(StringBuilder sb, CharacterGroupCache group, CharacterCache characterCache) + { + if (group.parentGroup >= 0 && group.parentGroup < characterCache.groups.Length) + { + BuildGroupName(sb, characterCache.groups[group.parentGroup], characterCache); + sb.Append(kNameSeparator); + } + sb.Append(group.order); + } + + private void BoneSelectionChanged() + { + m_State.lastBoneSelectionIds.Clear(); + m_State.lastBoneSelectionIds.Capacity = skeletonSelection.elements.Length; + for (var i = 0; i < skeletonSelection.elements.Length; ++i) + { + var bone = skeletonSelection.elements[i]; + m_State.lastBoneSelectionIds.Add(GetBoneNameHash(m_StringBuilder, bone)); + } + } + + private void SkeletonPreviewPoseChanged(SkeletonCache sc) + { + if (applyingChanges) + return; + + m_State.lastPreviewPose.Clear(); + if (hasCharacter) + { + StorePersistentStatePoseForSkeleton(character.skeleton, null); + } + foreach (var sprite in m_SkeletonMap.Keys) + { + StorePersistentStatePoseForSkeleton(m_SkeletonMap[sprite], sprite); + } + } + + private void StorePersistentStatePoseForSkeleton(SkeletonCache skeleton, SpriteCache sprite) + { + foreach (var bone in skeleton.bones) + { + var id = GetBoneNameHash(m_StringBuilder, bone, sprite); + if (bone.NotInDefaultPose()) + { + m_State.lastPreviewPose[id] = bone.localPose; + } + } + } + + internal void Revert() + { + m_State.lastVertexSelection.Clear(); + } + + internal void BoneVisibilityChanged(SkeletonCache sc) + { + if (applyingChanges) + return; + + m_State.lastBoneVisibility.Clear(); + if (hasCharacter) + { + StorePersistentStateVisibilityForSkeleton(character.skeleton, null); + } + foreach (var sprite in m_SkeletonMap.Keys) + { + StorePersistentStateVisibilityForSkeleton(m_SkeletonMap[sprite], sprite); + } + } + + private void StorePersistentStateVisibilityForSkeleton(SkeletonCache skeleton, SpriteCache sprite) + { + foreach (var bone in skeleton.bones) + { + var id = GetBoneNameHash(m_StringBuilder, bone, sprite); + m_State.lastBoneVisibility[id] = bone.isVisible; + } + } + + internal void BoneExpansionChanged(BoneCache[] boneCaches) + { + if (applyingChanges) + return; + + m_State.lastBoneExpansion.Clear(); + if (hasCharacter) + { + foreach (var bone in boneCaches) + { + if (character.skeleton.bones.Contains(bone)) + { + var id = GetBoneNameHash(m_StringBuilder, bone, null); + m_State.lastBoneExpansion[id] = true; + } + } + } + + foreach (var sprite in m_SkeletonMap.Keys) + { + var skeleton = m_SkeletonMap[sprite]; + foreach (var bone in boneCaches) + { + if (skeleton.bones.Contains(bone)) + { + var id = GetBoneNameHash(m_StringBuilder, bone, sprite); + m_State.lastBoneExpansion[id] = true; + } + } + } + } + + internal BoneCache[] GetExpandedBones() + { + HashSet expandedBones = new HashSet(); + if (m_State.lastBoneExpansion.Count > 0) + { + if (hasCharacter) + { + foreach (var bone in character.skeleton.bones) + { + var id = GetBoneNameHash(m_StringBuilder, bone, null); + if (m_State.lastBoneExpansion.TryGetValue(id, out var expanded)) + { + expandedBones.Add(bone); + } + } + } + foreach (var sprite in m_SkeletonMap.Keys) + { + var skeleton = m_SkeletonMap[sprite]; + foreach (var bone in skeleton.bones) + { + var id = GetBoneNameHash(m_StringBuilder, bone, sprite); + if (m_State.lastBoneExpansion.TryGetValue(id, out var expanded)) + { + expandedBones.Add(bone); + } + } + } + } + return expandedBones.ToArray(); + } + + internal void SpriteVisibilityChanged(CharacterPartCache cc) + { + m_State.lastSpriteVisibility[cc.sprite.id] = cc.isVisible; + } + + internal void GroupVisibilityChanged(CharacterGroupCache gc) + { + if (!hasCharacter) + return; + + var groupHash = GetCharacterGroupHash(m_StringBuilder, gc, character); + m_State.lastGroupVisibility[groupHash] = gc.isVisible; + } + + public void Clear() + { + Destroy(); + m_Tools.Clear(); + m_SpriteMap.Clear(); + m_MeshMap.Clear(); + m_MeshPreviewMap.Clear(); + m_SkeletonMap.Clear(); + m_ToolMap.Clear(); + m_CharacterPartMap.Clear(); + } + + public SpriteCache GetSprite(string id) + { + if (string.IsNullOrEmpty(id)) + return null; + + SpriteCache sprite; + m_SpriteMap.TryGetValue(id, out sprite); + return sprite; + } + + public virtual MeshCache GetMesh(SpriteCache sprite) + { + if (sprite == null) + return null; + + MeshCache mesh; + m_MeshMap.TryGetValue(sprite, out mesh); + return mesh; + } + + public virtual MeshPreviewCache GetMeshPreview(SpriteCache sprite) + { + if (sprite == null) + return null; + + MeshPreviewCache meshPreview; + m_MeshPreviewMap.TryGetValue(sprite, out meshPreview); + return meshPreview; + } + + public SkeletonCache GetSkeleton(SpriteCache sprite) + { + if (sprite == null) + return null; + + SkeletonCache skeleton; + m_SkeletonMap.TryGetValue(sprite, out skeleton); + return skeleton; + } + + public virtual CharacterPartCache GetCharacterPart(SpriteCache sprite) + { + if (sprite == null) + return null; + + CharacterPartCache part; + m_CharacterPartMap.TryGetValue(sprite, out part); + return part; + } + + public SkeletonCache GetEffectiveSkeleton(SpriteCache sprite) + { + if (mode == SkinningMode.SpriteSheet) + return GetSkeleton(sprite); + + if (hasCharacter) + return character.skeleton; + + return null; + } + + public BaseTool GetTool(Tools tool) + { + BaseTool t; + m_ToolMap.TryGetValue(tool, out t); + return t; + } + + public override void BeginUndoOperation(string operationName) + { + if (isUndoOperationSet == false) + { + base.BeginUndoOperation(operationName); + undo.RegisterCompleteObjectUndo(m_State, operationName); + } + } + + public UndoScope UndoScope(string operationName) + { + return UndoScope(operationName, false); + } + + public UndoScope UndoScope(string operationName, bool incrementGroup) + { + return new UndoScope(this, operationName, incrementGroup); + } + + public DisableUndoScope DisableUndoScope() + { + return new DisableUndoScope(this); + } + + public T CreateTool() where T : BaseTool + { + var tool = CreateCache(); + m_Tools.Add(tool); + return tool; + } + + private void UpdateCharacterPart(CharacterPartCache characterPart) + { + var sprite = characterPart.sprite; + var characterPartBones = characterPart.bones; + var newBones = new List(characterPartBones); + newBones.RemoveAll(b => + { + return b == null || IsRemoved(b) || b.skeleton != character.skeleton; + }); + var removedBonesCount = characterPartBones.Length - newBones.Count; + + characterPartBones = newBones.ToArray(); + characterPart.bones = characterPartBones; + sprite.UpdateMesh(characterPartBones); + + if (removedBonesCount > 0) + sprite.SmoothFill(); + } + + public void CreateSpriteSheetSkeletons() + { + Debug.Assert(character != null); + + using (new DefaultPoseScope(character.skeleton)) + { + var characterParts = character.parts; + + foreach (var characterPart in characterParts) + CreateSpriteSheetSkeleton(characterPart); + } + + SyncSpriteSheetSkeletons(); + } + + public void SyncSpriteSheetSkeletons() + { + Debug.Assert(character != null); + + var characterParts = character.parts; + + foreach (var characterPart in characterParts) + characterPart.SyncSpriteSheetSkeleton(); + } + + public void CreateSpriteSheetSkeleton(CharacterPartCache characterPart) + { + UpdateCharacterPart(characterPart); + + Debug.Assert(character != null); + Debug.Assert(character.skeleton != null); + Debug.Assert(character.skeleton.isPosePreview == false); + + var sprite = characterPart.sprite; + var characterPartBones = characterPart.bones; + var skeleton = sprite.GetSkeleton(); + + Debug.Assert(skeleton != null); + + var spriteBones = characterPartBones.ToSpriteBone(characterPart.localToWorldMatrix); + skeleton.SetBones(CreateBoneCacheFromSpriteBones(spriteBones, 1.0f), false); + + events.skeletonTopologyChanged.Invoke(skeleton); + } + + private SpriteCache CreateSpriteCache(SpriteRect spriteRect) + { + var sprite = CreateCache(); + sprite.name = spriteRect.name; + sprite.id = spriteRect.spriteID.ToString(); + sprite.textureRect = spriteRect.rect; + sprite.position = spriteRect.rect.position; + m_SpriteMap[sprite.id] = sprite; + return sprite; + } + + private void CreateSkeletonCache(SpriteCache sprite, ISpriteBoneDataProvider boneProvider) + { + var guid = new GUID(sprite.id); + var skeleton = CreateCache(); + + skeleton.position = sprite.textureRect.position; + skeleton.SetBones(CreateBoneCacheFromSpriteBones(boneProvider.GetBones(guid).ToArray(), 1.0f), false); + + m_SkeletonMap[sprite] = skeleton; + } + + private void CreateMeshCache(SpriteCache sprite, ISpriteMeshDataProvider meshProvider, ITextureDataProvider textureDataProvider) + { + Debug.Assert(m_SkeletonMap.ContainsKey(sprite)); + + var guid = new GUID(sprite.id); + var mesh = CreateCache(); + var skeleton = m_SkeletonMap[sprite] as SkeletonCache; + var metaVertices = meshProvider.GetVertices(guid); + + mesh.sprite = sprite; + mesh.SetCompatibleBoneSet(skeleton.bones); + + foreach (var mv in metaVertices) + { + var v = new Vertex2D(mv.position, mv.boneWeight); + mesh.vertices.Add(v); + } + + mesh.indices = new List(meshProvider.GetIndices(guid)); + + var edges = meshProvider.GetEdges(guid); + + foreach (var e in edges) + mesh.edges.Add(new Edge(e.x, e.y)); + + mesh.textureDataProvider = textureDataProvider; + + m_MeshMap[sprite] = mesh; + } + + private void CreateMeshPreviewCache(SpriteCache sprite) + { + Debug.Assert(sprite != null); + Debug.Assert(m_MeshPreviewMap.ContainsKey(sprite) == false); + + var meshPreview = CreateCache(); + + meshPreview.sprite = sprite; + meshPreview.SetMeshDirty(); + + m_MeshPreviewMap.Add(sprite, meshPreview); + } + + private void CreateCharacter(ISpriteEditor spriteEditor) + { + var characterProvider = spriteEditor.GetDataProvider(); + + if (characterProvider != null) + { + var characterData = characterProvider.GetCharacterData(); + var characterParts = new List(); + + m_Character = CreateCache(); + + var skeleton = CreateCache(); + + skeleton.SetBones(CreateBoneCacheFromSpriteBones(characterData.bones, 1.0f)); + skeleton.position = Vector3.zero; + + var bones = skeleton.bones; + + foreach (var p in characterData.parts) + { + var spriteBones = p.bones != null ? p.bones.ToList() : new List(); + var characterPartBones = spriteBones.ConvertAll(i => bones[i]).ToArray(); + var characterPart = CreateCache(); + + var positionInt = p.spritePosition.position; + characterPart.position = new Vector2(positionInt.x, positionInt.y); + characterPart.sprite = GetSprite(p.spriteId); + characterPart.bones = characterPartBones; + characterPart.parentGroup = p.parentGroup; + characterPart.order = p.order; + + var mesh = characterPart.sprite.GetMesh(); + if (mesh != null) + mesh.SetCompatibleBoneSet(characterPartBones); + + characterParts.Add(characterPart); + + m_CharacterPartMap.Add(characterPart.sprite, characterPart); + } + if (characterData.characterGroups != null) + { + m_Character.groups = characterData.characterGroups.Select(x => + { + var group = CreateCache(); + group.name = x.name; + group.parentGroup = x.parentGroup; + group.order = x.order; + return group; + }).ToArray(); + } + else + { + m_Character.groups = new CharacterGroupCache[0]; + } + + m_Character.parts = characterParts.ToArray(); + m_Character.skeleton = skeleton; + m_Character.dimension = characterData.dimension; + CreateSpriteSheetSkeletons(); + } + } + + private T CreateSkeletonTool(SkeletonTool skeletonTool, SkeletonMode mode, bool editBindPose, LayoutOverlay layoutOverlay) where T : SkeletonToolWrapper + { + var tool = CreateTool(); + tool.skeletonTool = skeletonTool; + tool.mode = mode; + tool.editBindPose = editBindPose; + tool.Initialize(layoutOverlay); + return tool; + } + + private void CreateWeightTools(SkeletonTool skeletonTool, MeshTool meshTool, LayoutOverlay layoutOverlay) + { + var weightPainterTool = CreateCache(); + weightPainterTool.Initialize(layoutOverlay); + weightPainterTool.skeletonTool = skeletonTool; + weightPainterTool.meshTool = meshTool; + + { + var tool = CreateTool(); + tool.Initialize(layoutOverlay); + tool.skeletonTool = skeletonTool; + m_ToolMap.Add(Tools.BoneInfluence, tool); + } + + { + var tool = CreateTool(); + + tool.weightPainterTool = weightPainterTool; + tool.paintMode = WeightPainterMode.Slider; + tool.title = TextContent.weightSlider; + tool.Initialize(layoutOverlay); + m_ToolMap.Add(Tools.WeightSlider, tool); + } + + { + var tool = CreateTool(); + + tool.weightPainterTool = weightPainterTool; + tool.paintMode = WeightPainterMode.Brush; + tool.title = TextContent.weightBrush; + tool.Initialize(layoutOverlay); + m_ToolMap.Add(Tools.WeightBrush, tool); + } + + { + var tool = CreateTool(); + tool.Initialize(layoutOverlay); + tool.meshTool = meshTool; + tool.skeletonTool = skeletonTool; + m_ToolMap.Add(Tools.GenerateWeights, tool); + } + } + + private T CreateMeshTool(SkeletonTool skeletonTool, MeshTool meshTool, SpriteMeshViewMode meshViewMode, SkeletonMode skeletonMode, LayoutOverlay layoutOverlay) where T : MeshToolWrapper + { + var tool = CreateTool(); + tool.skeletonTool = skeletonTool; + tool.meshTool = meshTool; + tool.meshMode = meshViewMode; + tool.skeletonMode = skeletonMode; + tool.Initialize(layoutOverlay); + return tool; + } + + public void RestoreBindPose() + { + var sprites = GetSprites(); + + foreach (var sprite in sprites) + sprite.RestoreBindPose(); + + if (character != null) + character.skeleton.RestoreDefaultPose(); + } + + public void UndoRedoPerformed() + { + foreach (var tool in m_Tools) + { + if (tool == null) + continue; + + if (!tool.isActive) + tool.Deactivate(); + } + + foreach (var tool in m_Tools) + { + if (tool == null) + continue; + + if (tool.isActive) + tool.Activate(); + } + } + + public BoneCache[] CreateBoneCacheFromSpriteBones(UnityEngine.U2D.SpriteBone[] spriteBones, float scale) + { + var bones = Array.ConvertAll(spriteBones, b => CreateCache()); + + for (var i = 0; i < spriteBones.Length; ++i) + { + var spriteBone = spriteBones[i]; + var bone = bones[i]; + + if (spriteBone.parentId >= 0) + bone.SetParent(bones[spriteBone.parentId]); + + bone.name = spriteBone.name; + bone.localLength = spriteBone.length * scale; + bone.depth = spriteBone.position.z; + bone.localPosition = (Vector2)spriteBone.position * scale; + bone.localRotation = spriteBone.rotation; + bone.bindPoseColor = ModuleUtility.CalculateNiceColor(i, 6); + } + + foreach (var bone in bones) + { + if (bone.parentBone != null && bone.parentBone.localLength > 0f && (bone.position - bone.parentBone.endPosition).sqrMagnitude < 0.005f) + bone.parentBone.chainedChild = bone; + } + + return bones; + } + + public bool IsOnVisualElement() + { + if (selectedTool == null || selectedTool.layoutOverlay == null) + return false; + + var overlay = selectedTool.layoutOverlay; + var point = InternalEngineBridge.GUIUnclip(Event.current.mousePosition); + point = overlay.parent.parent.LocalToWorld(point); + + var selectedElement = selectedTool.layoutOverlay.panel.Pick(point); + if (selectedElement != null + && selectedElement.pickingMode != PickingMode.Ignore + && selectedElement.FindCommonAncestor(overlay) == overlay) + return true; + + return false; + } + + void CreateSpriteLibrary(ISpriteEditor spriteEditor) + { + var dataProvider = spriteEditor.GetDataProvider(); + if (dataProvider != null) + { + m_SpriteCategoryList = CreateCache(); + m_SpriteCategoryList.CopyFrom(dataProvider.GetSpriteCategoryList()); + } + } + + public SpriteCategoryListCacheObject spriteCategoryList + { + get { return m_SpriteCategoryList; } + } + + private void ToolChanged(ITool tool) + { + var visibilityTool = GetTool(Tools.Visibility); + if ((ITool) visibilityTool == tool) + { + m_State.lastVisibilityToolActive = visibilityTool.isActive; + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCache.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCache.cs.meta new file mode 100644 index 00000000..c713a994 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCache.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 85b7a96bd2d82844391585d64f46742b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCachePersistentState.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCachePersistentState.cs new file mode 100644 index 00000000..f5b60ebd --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCachePersistentState.cs @@ -0,0 +1,270 @@ +using System; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal interface ISkinningCachePersistentState + { + String lastSpriteId + { + get; + set; + } + + Tools lastUsedTool + { + get; + set; + } + + List lastBoneSelectionIds + { + get; + } + + Texture2D lastTexture + { + get; + set; + } + + SerializableDictionary lastPreviewPose + { + get; + } + + SerializableDictionary lastBoneVisibility + { + get; + } + + SerializableDictionary lastBoneExpansion + { + get; + } + + SerializableDictionary lastSpriteVisibility + { + get; + } + + SerializableDictionary lastGroupVisibility + { + get; + } + + SkinningMode lastMode + { + get; + set; + } + + bool lastVisibilityToolActive + { + get; + set; + } + + int lastVisibilityToolIndex + { + get; + set; + } + + IndexedSelection lastVertexSelection + { + get; + } + + float lastBrushSize + { + get; + set; + } + + float lastBrushHardness + { + get; + set; + } + + float lastBrushStep + { + get; + set; + } + } + + [Serializable] + internal class SkinningCachePersistentState + : ScriptableSingleton + , ISkinningCachePersistentState + { + [SerializeField] private Tools m_LastUsedTool = Tools.EditPose; + + [SerializeField] private SkinningMode m_LastMode = SkinningMode.Character; + + [SerializeField] private string m_LastSpriteId = String.Empty; + + [SerializeField] private List m_LastBoneSelectionIds = new List(); + + [SerializeField] private Texture2D m_LastTexture; + + [SerializeField] + private SerializableDictionary m_SkeletonPreviewPose = + new SerializableDictionary(); + + [SerializeField] + private SerializableDictionary m_BoneVisibility = + new SerializableDictionary(); + + [SerializeField] + private SerializableDictionary m_BoneExpansion = + new SerializableDictionary(); + + [SerializeField] + private SerializableDictionary m_SpriteVisibility = + new SerializableDictionary(); + + [SerializeField] + private SerializableDictionary m_GroupVisibility = + new SerializableDictionary(); + + [SerializeField] private IndexedSelection m_VertexSelection; + + [SerializeField] private bool m_VisibilityToolActive; + [SerializeField] private int m_VisibilityToolIndex = -1; + + [SerializeField] private float m_LastBrushSize = 25f; + [SerializeField] private float m_LastBrushHardness = 1f; + [SerializeField] private float m_LastBrushStep = 20f; + + public SkinningCachePersistentState() + { + m_VertexSelection = new IndexedSelection(); + } + + public void SetDefault() + { + m_LastUsedTool = Tools.EditPose; + m_LastMode = SkinningMode.Character; + m_LastSpriteId = String.Empty; + m_LastBoneSelectionIds.Clear(); + m_LastTexture = null; + m_VertexSelection.Clear(); + m_SkeletonPreviewPose.Clear(); + m_BoneVisibility.Clear(); + m_BoneExpansion.Clear(); + m_SpriteVisibility.Clear(); + m_GroupVisibility.Clear(); + m_VisibilityToolActive = false; + m_VisibilityToolIndex = -1; + } + + public string lastSpriteId + { + get { return m_LastSpriteId; } + set { m_LastSpriteId = value; } + } + + public Tools lastUsedTool + { + get { return m_LastUsedTool; } + set { m_LastUsedTool = value; } + } + + public List lastBoneSelectionIds + { + get { return m_LastBoneSelectionIds; } + } + + public Texture2D lastTexture + { + get { return m_LastTexture; } + set + { + if (value != m_LastTexture) + { + m_LastMode = SkinningMode.Character; + m_LastSpriteId = String.Empty; + m_LastBoneSelectionIds.Clear(); + m_VertexSelection.Clear(); + m_SkeletonPreviewPose.Clear(); + m_BoneVisibility.Clear(); + m_BoneExpansion.Clear(); + m_SpriteVisibility.Clear(); + m_GroupVisibility.Clear(); + } + + m_LastTexture = value; + } + } + + public SerializableDictionary lastPreviewPose + { + get { return m_SkeletonPreviewPose; } + } + + public SerializableDictionary lastBoneVisibility + { + get { return m_BoneVisibility; } + } + + public SerializableDictionary lastBoneExpansion + { + get { return m_BoneExpansion; } + } + + public SerializableDictionary lastSpriteVisibility + { + get { return m_SpriteVisibility; } + } + + public SerializableDictionary lastGroupVisibility + { + get { return m_GroupVisibility; } + } + + public SkinningMode lastMode + { + get { return m_LastMode; } + set { m_LastMode = value; } + } + + public bool lastVisibilityToolActive + { + get { return m_VisibilityToolActive; } + set { m_VisibilityToolActive = value; } + } + + public int lastVisibilityToolIndex + { + get { return m_VisibilityToolIndex; } + set { m_VisibilityToolIndex = value; } + } + + public IndexedSelection lastVertexSelection + { + get { return m_VertexSelection; } + } + + public float lastBrushSize + { + get { return m_LastBrushSize; } + set { m_LastBrushSize = value; } + } + + public float lastBrushHardness + { + get { return m_LastBrushHardness; } + set { m_LastBrushHardness = value; } + } + + public float lastBrushStep + { + get { return m_LastBrushStep; } + set { m_LastBrushStep = value; } + } + } +} \ No newline at end of file diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCachePersistentState.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCachePersistentState.cs.meta new file mode 100644 index 00000000..de17f2db --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningCachePersistentState.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 51167ca4da0b28040a7d5f7d97f77e86 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEnums.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEnums.cs new file mode 100644 index 00000000..ef2b0827 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEnums.cs @@ -0,0 +1,32 @@ +using System; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal enum SkinningMode + { + SpriteSheet, + Character + } + + internal enum Tools + { + EditGeometry, + CreateVertex, + CreateEdge, + SplitEdge, + GenerateGeometry, + EditPose, + EditJoints, + CreateBone, + SplitBone, + ReparentBone, + WeightSlider, + WeightBrush, + GenerateWeights, + BoneInfluence, + CopyPaste, + Visibility, + SwitchMode + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEnums.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEnums.cs.meta new file mode 100644 index 00000000..83ad7d82 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEnums.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 3a361ade0d5860841861f16877a7a43d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEvents.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEvents.cs new file mode 100644 index 00000000..26b7393d --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEvents.cs @@ -0,0 +1,67 @@ +using System; +using UnityEngine; +using UnityEngine.Events; + +namespace UnityEditor.U2D.Animation +{ + internal class SkinningEvents + { + public class SpriteEvent : UnityEvent {} + public class SkeletonEvent : UnityEvent {} + public class MeshEvent : UnityEvent {} + public class MeshPreviewEvent : UnityEvent {} + public class SkinningModuleModeEvent : UnityEvent {} + public class BoneSelectionEvent : UnityEvent {} + public class BoneEvent : UnityEvent {} + public class CharacterPartEvent : UnityEvent {} + public class ToolChangeEvent : UnityEvent {} + public class RestoreBindPoseEvent : UnityEvent {} + public class CopyEvent : UnityEvent {} + public class PasteEvent : UnityEvent {} + public class ShortcutEvent : UnityEvent {} + public class BoneVisibilityEvent : UnityEvent {} + public class SpriteLibraryEvent : UnityEvent {} + public class MeshPreviewBehaviourChangeEvent : UnityEvent {} + + private SpriteEvent m_SelectedSpriteChanged = new SpriteEvent(); + private SkeletonEvent m_SkeletonPreviewPoseChanged = new SkeletonEvent(); + private SkeletonEvent m_SkeletonBindPoseChanged = new SkeletonEvent(); + private SkeletonEvent m_SkeletonTopologyChanged = new SkeletonEvent(); + private MeshEvent m_MeshChanged = new MeshEvent(); + private MeshPreviewEvent m_MeshPreviewChanged = new MeshPreviewEvent(); + private SkinningModuleModeEvent m_SkinningModuleModeChanged = new SkinningModuleModeEvent(); + private BoneSelectionEvent m_BoneSelectionChangedEvent = new BoneSelectionEvent(); + private BoneEvent m_BoneNameChangedEvent = new BoneEvent(); + private BoneEvent m_BoneDepthChangedEvent = new BoneEvent(); + private CharacterPartEvent m_CharacterPartChanged = new CharacterPartEvent(); + private ToolChangeEvent m_ToolChanged = new ToolChangeEvent(); + private RestoreBindPoseEvent m_RestoreBindPose = new RestoreBindPoseEvent(); + private CopyEvent m_CopyEvent = new CopyEvent(); + private PasteEvent m_PasteEvent = new PasteEvent(); + private ShortcutEvent m_ShortcutEvent = new ShortcutEvent(); + private BoneVisibilityEvent m_BoneVisibilityEvent = new BoneVisibilityEvent(); + private SpriteLibraryEvent m_SpriteLibraryEvent = new SpriteLibraryEvent(); + private MeshPreviewBehaviourChangeEvent m_MeshPreviewBehaviourChange = new MeshPreviewBehaviourChangeEvent(); + + //Setting them as virtual so that we can create mock them + public virtual SpriteEvent selectedSpriteChanged { get { return m_SelectedSpriteChanged; } } + public virtual SkeletonEvent skeletonPreviewPoseChanged { get { return m_SkeletonPreviewPoseChanged; } } + public virtual SkeletonEvent skeletonBindPoseChanged { get { return m_SkeletonBindPoseChanged; } } + public virtual SkeletonEvent skeletonTopologyChanged { get { return m_SkeletonTopologyChanged; } } + public virtual MeshEvent meshChanged { get { return m_MeshChanged; } } + public virtual MeshPreviewEvent meshPreviewChanged { get { return m_MeshPreviewChanged; } } + public virtual SkinningModuleModeEvent skinningModeChanged { get { return m_SkinningModuleModeChanged; } } + public virtual BoneSelectionEvent boneSelectionChanged { get { return m_BoneSelectionChangedEvent; } } + public virtual BoneEvent boneNameChanged { get { return m_BoneNameChangedEvent; } } + public virtual BoneEvent boneDepthChanged { get { return m_BoneDepthChangedEvent; } } + public virtual CharacterPartEvent characterPartChanged { get { return m_CharacterPartChanged; } } + public virtual ToolChangeEvent toolChanged { get { return m_ToolChanged; } } + public virtual RestoreBindPoseEvent restoreBindPose { get { return m_RestoreBindPose; } } + public virtual CopyEvent copy { get { return m_CopyEvent; } } + public virtual PasteEvent paste { get { return m_PasteEvent; } } + public virtual ShortcutEvent shortcut { get { return m_ShortcutEvent; } } + public virtual BoneVisibilityEvent boneVisibility { get { return m_BoneVisibilityEvent; } } + public virtual SpriteLibraryEvent spriteLibraryChanged { get { return m_SpriteLibraryEvent; } } + public virtual MeshPreviewBehaviourChangeEvent meshPreviewBehaviourChange { get { return m_MeshPreviewBehaviourChange; } } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEvents.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEvents.cs.meta new file mode 100644 index 00000000..4aec5d16 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SkinningEvents.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 39d177597cd8a914ab266d4dec677b74 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCache.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCache.cs new file mode 100644 index 00000000..27a3ecb4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCache.cs @@ -0,0 +1,44 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class SpriteCache : TransformCache + { + [SerializeField] + private string m_ID; + [SerializeField] + private Rect m_TextureRect; + [SerializeField] + private Vector2 m_PivotNormalized; + + public string id + { + get { return m_ID; } + internal set { m_ID = value; } + } + + public Rect textureRect + { + get { return m_TextureRect; } + set { m_TextureRect = value; } + } + + public Vector2 pivotNormalized + { + get { return m_PivotNormalized; } + set { m_PivotNormalized = value; } + } + + public Vector2 pivotRectSpace + { + get { return Vector2.Scale(textureRect.size, pivotNormalized); } + } + + public Vector2 pivotTextureSpace + { + get { return localToWorldMatrix.MultiplyPoint3x4(pivotRectSpace); } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCache.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCache.cs.meta new file mode 100644 index 00000000..8c6e1325 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCache.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 10f309ec2a0fbf64e80346fdd64cb6b1 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCacheExtensions.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCacheExtensions.cs new file mode 100644 index 00000000..5cfab879 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCacheExtensions.cs @@ -0,0 +1,325 @@ +using System.Collections.Generic; +using System.Linq; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal static class SpriteCacheExtensions + { + public static MeshCache GetMesh(this SpriteCache sprite) + { + if (sprite != null) + return sprite.skinningCache.GetMesh(sprite); + return null; + } + + public static MeshPreviewCache GetMeshPreview(this SpriteCache sprite) + { + if (sprite != null) + return sprite.skinningCache.GetMeshPreview(sprite); + return null; + } + + public static SkeletonCache GetSkeleton(this SpriteCache sprite) + { + if (sprite != null) + return sprite.skinningCache.GetSkeleton(sprite); + return null; + } + + public static CharacterPartCache GetCharacterPart(this SpriteCache sprite) + { + if (sprite != null) + return sprite.skinningCache.GetCharacterPart(sprite); + return null; + } + + public static bool IsVisible(this SpriteCache sprite) + { + var isVisible = true; + var characterPart = sprite.GetCharacterPart(); + + if (sprite.skinningCache.mode == SkinningMode.Character && characterPart != null) + isVisible = characterPart.isVisible; + + return isVisible; + } + + public static Matrix4x4 GetLocalToWorldMatrixFromMode(this SpriteCache sprite) + { + var skinningCache = sprite.skinningCache; + + if (skinningCache.mode == SkinningMode.SpriteSheet) + return sprite.localToWorldMatrix; + + var characterPart = sprite.GetCharacterPart(); + + Debug.Assert(characterPart != null); + + return characterPart.localToWorldMatrix; + } + + public static BoneCache[] GetBonesFromMode(this SpriteCache sprite) + { + var skinningCache = sprite.skinningCache; + + if (skinningCache.mode == SkinningMode.SpriteSheet) + return sprite.GetSkeleton().bones; + + var characterPart = sprite.GetCharacterPart(); + Debug.Assert(characterPart != null); + return characterPart.bones; + } + + public static void UpdateMesh(this SpriteCache sprite, BoneCache[] bones) + { + var mesh = sprite.GetMesh(); + var previewMesh = sprite.GetMeshPreview(); + + Debug.Assert(mesh != null); + Debug.Assert(previewMesh != null); + + mesh.bones = bones; + + previewMesh.SetWeightsDirty(); + } + + public static void SmoothFill(this SpriteCache sprite) + { + var mesh = sprite.GetMesh(); + + if (mesh == null) + return; + + var controller = new SpriteMeshDataController(); + controller.spriteMeshData = mesh; + controller.SmoothFill(); + } + + public static void RestoreBindPose(this SpriteCache sprite) + { + var skinningCache = sprite.skinningCache; + var skeleton = sprite.GetSkeleton(); + Debug.Assert(skeleton != null); + skeleton.RestoreDefaultPose(); + skinningCache.events.skeletonPreviewPoseChanged.Invoke(skeleton); + } + + public static bool AssociateAllBones(this SpriteCache sprite) + { + var skinningCache = sprite.skinningCache; + + if (skinningCache.mode == SkinningMode.SpriteSheet) + return false; + + var character = skinningCache.character; + Debug.Assert(character != null); + Debug.Assert(character.skeleton != null); + + var characterPart = sprite.GetCharacterPart(); + + Debug.Assert(characterPart != null); + + var bones = character.skeleton.bones.Where(x => x.isVisible).ToArray(); + characterPart.bones = bones; + + characterPart.sprite.UpdateMesh(bones); + + return true; + } + + public static bool AssociatePossibleBones(this SpriteCache sprite) + { + var skinningCache = sprite.skinningCache; + + if (skinningCache.mode == SkinningMode.SpriteSheet) + return false; + + var character = skinningCache.character; + Debug.Assert(character != null); + Debug.Assert(character.skeleton != null); + + var characterPart = sprite.GetCharacterPart(); + + Debug.Assert(characterPart != null); + + var bones = character.skeleton.bones.Where(x => x.isVisible).ToArray(); + var possibleBones = new List(); + // check if any of the bones overlapped + BoneCache shortestBoneDistance = null; + var minDistances = float.MaxValue; + var characterSpriteRect = new Rect(characterPart.position.x , characterPart.position.y, characterPart.sprite.textureRect.width, characterPart.sprite.textureRect.height); + foreach (var bone in bones) + { + var startPoint = bone.position; + var endPoint = bone.endPosition; + if (IntersectsSegment(characterSpriteRect, startPoint, endPoint)) + possibleBones.Add(bone); + if (possibleBones.Count == 0) + { + // compare bone start end with rect's 4 line + // compare rect point with bone line + var points = new Vector2[] { startPoint, endPoint }; + var rectLinePoints = new [] + { + new Vector2Int(0, 1), + new Vector2Int(0, 2), + new Vector2Int(1, 3), + new Vector2Int(2, 3), + }; + var rectPoints = new [] + { + new Vector2(characterSpriteRect.xMin, characterSpriteRect.yMin), + new Vector2(characterSpriteRect.xMin, characterSpriteRect.yMax), + new Vector2(characterSpriteRect.xMax, characterSpriteRect.yMin), + new Vector2(characterSpriteRect.xMax, characterSpriteRect.yMax) + }; + foreach (var point in points) + { + foreach (var rectLine in rectLinePoints) + { + var distance = PointToLineSegmentDistance(point, rectPoints[rectLine.x], rectPoints[rectLine.y]); + if (distance < minDistances) + { + minDistances = distance; + shortestBoneDistance = bone; + } + } + } + + foreach (var rectPoint in rectPoints) + { + var distance = PointToLineSegmentDistance(rectPoint, startPoint, endPoint); + if (distance < minDistances) + { + minDistances = distance; + shortestBoneDistance = bone; + } + } + } + } + // if none overlapped, we use the bone that is closest to us + if (possibleBones.Count == 0 && shortestBoneDistance != null) + { + possibleBones.Add(shortestBoneDistance); + } + characterPart.bones = possibleBones.ToArray(); + + characterPart.sprite.UpdateMesh(possibleBones.ToArray()); + + return true; + } + + static float PointToLineSegmentDistance(Vector2 p, Vector2 a, Vector2 b) + { + Vector2 n = b - a; + Vector2 pa = a - p; + + float c = Vector2.Dot(n, pa); + + // Closest point is a + if (c > 0.0f) + return Vector2.Dot(pa, pa); + + Vector2 bp = p - b; + + // Closest point is b + if (Vector2.Dot(n, bp) > 0.0f) + return Vector2.Dot(bp, bp); + + // Closest point is between a and b + Vector2 e = pa - n * (c / Vector2.Dot(n, n)); + return Vector2.Dot( e, e ); + } + + static bool IntersectsSegment(Rect rect, Vector2 p1, Vector2 p2) + { + float minX = Mathf.Min(p1.x, p2.x); + float maxX = Mathf.Max(p1.x, p2.x); + + if (maxX > rect.xMax) + { + maxX = rect.xMax; + } + + if (minX < rect.xMin) + { + minX = rect.xMin; + } + + if (minX > maxX) + { + return false; + } + + float minY = Mathf.Min(p1.y, p2.y); + float maxY = Mathf.Max(p1.y, p2.y); + + float dx = p2.x - p1.x; + + if (Mathf.Abs(dx) > float.Epsilon) + { + float a = (p2.y - p1.y) / dx; + float b = p1.y - a * p1.x; + minY = a * minX + b; + maxY = a * maxX + b; + } + + if (minY > maxY) + { + float tmp = maxY; + maxY = minY; + minY = tmp; + } + + if (maxY > rect.yMax) + { + maxY = rect.yMax; + } + + if (minY < rect.yMin) + { + minY = rect.yMin; + } + + if (minY > maxY) + { + return false; + } + + return true; + } + + public static void DeassociateUnusedBones(this SpriteCache sprite) + { + var skinningCache = sprite.skinningCache; + + Debug.Assert(skinningCache.mode == SkinningMode.Character); + + var characterPart = sprite.GetCharacterPart(); + + Debug.Assert(characterPart != null); + + characterPart.DeassociateUnusedBones(); + } + + public static void DeassociateAllBones(this SpriteCache sprite) + { + var skinningCache = sprite.skinningCache; + + if (skinningCache.mode == SkinningMode.SpriteSheet) + return; + + var part = sprite.GetCharacterPart(); + if (part.bones.Length == 0) + return; + + Debug.Assert(part.sprite != null); + + part.bones = new BoneCache[0]; + part.sprite.UpdateMesh(part.bones); + + skinningCache.events.characterPartChanged.Invoke(part); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCacheExtensions.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCacheExtensions.cs.meta new file mode 100644 index 00000000..c46179c5 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/SpriteCacheExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 503b817aa45fa4a43abb42801b56b1e3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCache.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCache.cs new file mode 100644 index 00000000..b61d99ae --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCache.cs @@ -0,0 +1,287 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class TransformCache : SkinningObject, IEnumerable + { + [SerializeField] + private TransformCache m_Parent; + [SerializeField] + private List m_Children = new List(); + [SerializeField] + private Vector3 m_LocalPosition; + [SerializeField] + private Quaternion m_LocalRotation = Quaternion.identity; + [SerializeField] + private Vector3 m_LocalScale = Vector3.one; + [SerializeField] + private Matrix4x4 m_LocalToWorldMatrix = Matrix4x4.identity; + + public TransformCache parent + { + get { return m_Parent; } + } + + public TransformCache[] children + { + get { return m_Children.ToArray(); } + } + + internal virtual int siblingIndex + { + get { return GetSiblingIndex(); } + set { SetSiblingIndex(value); } + } + + public int ChildCount + { + get { return m_Children.Count; } + } + + public Vector3 localPosition + { + get { return m_LocalPosition; } + set + { + m_LocalPosition = value; + Update(); + } + } + + public Quaternion localRotation + { + get { return m_LocalRotation; } + set + { + m_LocalRotation = MathUtility.NormalizeQuaternion(value); + Update(); + } + } + + public Vector3 localScale + { + get { return m_LocalScale; } + set + { + m_LocalScale = value; + Update(); + } + } + + public Vector3 position + { + get { return parentMatrix.MultiplyPoint3x4(localPosition); } + set { localPosition = parentMatrix.inverse.MultiplyPoint3x4(value); } + } + + public Quaternion rotation + { + get { return GetGlobalRotation(); } + set { SetGlobalRotation(value); } + } + + public Vector3 right + { + get { return localToWorldMatrix.MultiplyVector(Vector3.right).normalized; } + set { MatchDirection(Vector3.right, value); } + } + + public Vector3 up + { + get { return localToWorldMatrix.MultiplyVector(Vector3.up).normalized; } + set { MatchDirection(Vector3.up, value); } + } + + public Vector3 forward + { + get { return localToWorldMatrix.MultiplyVector(Vector3.forward).normalized; } + set { MatchDirection(Vector3.forward, value); } + } + + public Matrix4x4 localToWorldMatrix + { + get { return m_LocalToWorldMatrix; } + } + + public Matrix4x4 worldToLocalMatrix + { + get { return localToWorldMatrix.inverse; } + } + + private Matrix4x4 parentMatrix + { + get + { + var parentMatrix = Matrix4x4.identity; + + if (parent != null) + parentMatrix = parent.localToWorldMatrix; + + return parentMatrix; + } + } + + internal override void OnDestroy() + { + if (parent != null) + parent.RemoveChild(this); + + m_Parent = null; + m_Children.Clear(); + } + + private void Update() + { + m_LocalToWorldMatrix = parentMatrix * Matrix4x4.TRS(localPosition, localRotation, localScale); + + foreach (var child in m_Children) + child.Update(); + } + + private void AddChild(TransformCache transform) + { + m_Children.Add(transform); + } + + private void InsertChildAt(int index, TransformCache transform) + { + m_Children.Insert(index, transform); + } + + private void RemoveChild(TransformCache transform) + { + m_Children.Remove(transform); + } + + private void RemoveChildAt(int index) + { + m_Children.RemoveAt(index); + } + + private int GetSiblingIndex() + { + if (parent == null) + return -1; + + return parent.m_Children.IndexOf(this); + } + private void SetSiblingIndex(int index) + { + if (parent != null) + { + var currentIndex = parent.m_Children.IndexOf(this); + var indexToRemove = index < currentIndex ? currentIndex + 1 : currentIndex; + parent.InsertChildAt(index, this); + parent.RemoveChildAt(indexToRemove); + } + } + + public void SetParent(TransformCache newParent) + { + SetParent(newParent, true); + } + + public void SetParent(TransformCache newParent, bool worldPositionStays) + { + if (m_Parent == newParent) + return; + + var oldPosition = position; + var oldRotation = rotation; + + if (m_Parent != null) + m_Parent.RemoveChild(this); + + m_Parent = newParent; + + if (m_Parent != null) + m_Parent.AddChild(this); + + if (worldPositionStays) + { + position = oldPosition; + rotation = oldRotation; + } + else + { + Update(); + } + } + + private Quaternion GetGlobalRotation() + { + var globalRotation = localRotation; + var currentParent = parent; + + while (currentParent != null) + { + globalRotation = ScaleMulQuat(currentParent.localScale, globalRotation); + globalRotation = currentParent.localRotation * globalRotation; + currentParent = currentParent.parent; + } + + return globalRotation; + } + + private void SetGlobalRotation(Quaternion r) + { + if (parent != null) + r = parent.InverseTransformRotation(r); + localRotation = r; + } + + private Quaternion InverseTransformRotation(Quaternion r) + { + if (parent != null) + r = parent.InverseTransformRotation(r); + + r = Quaternion.Inverse(localRotation) * r; + r = ScaleMulQuat(localScale, r); + + return r; + } + + private Quaternion ScaleMulQuat(Vector3 scale, Quaternion q) + { + var s = new Vector3(Chgsign(1f, scale.x), Chgsign(1f, scale.y), Chgsign(1f, scale.z)); + q.x = Chgsign(q.x, s.y * s.z); + q.y = Chgsign(q.y, s.x * s.z); + q.z = Chgsign(q.z, s.x * s.y); + return q; + } + + private float Chgsign(float x, float y) + { + return y < 0f ? -x : x; + } + + private void MatchDirection(Vector3 localDirection, Vector3 worldDirection) + { + var direction = worldToLocalMatrix.MultiplyVector(worldDirection); + direction = Matrix4x4.TRS(Vector3.zero, localRotation, localScale).MultiplyVector(direction); + var scaledLocalDirection = Vector3.Scale(localDirection, localScale); + var deltaRotation = Quaternion.identity; + + if (scaledLocalDirection.sqrMagnitude > 0f) + { + var axis = Vector3.Cross(scaledLocalDirection, direction); + var angle = Vector3.SignedAngle(scaledLocalDirection, direction, axis); + deltaRotation = Quaternion.AngleAxis(angle, axis); + } + + localRotation = deltaRotation; + } + + IEnumerator IEnumerable.GetEnumerator() + { + return m_Children.GetEnumerator(); + } + + IEnumerator IEnumerable.GetEnumerator() + { + return (IEnumerator)m_Children.GetEnumerator(); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCache.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCache.cs.meta new file mode 100644 index 00000000..b90994da --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCache.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: a43eacb849c08fa47b752df4f2e05c7a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCacheExtensions.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCacheExtensions.cs new file mode 100644 index 00000000..252cf1f1 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCacheExtensions.cs @@ -0,0 +1,43 @@ +using System; +using System.Linq; +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal static class TransformCacheExtensions + { + internal static bool IsDescendant(this T transform, T ancestor) where T : TransformCache + { + if (ancestor != null) + { + var parent = transform.parent; + + while (parent != null) + { + if (parent == ancestor) + return true; + + parent = parent.parent; + } + } + + return false; + } + + internal static bool IsDescendant(this T transform, T[] ancestors) where T : TransformCache + { + return ancestors.FirstOrDefault( t => transform.IsDescendant(t) ) != null; + } + + internal static T[] FindRoots(this T[] transforms) where T : TransformCache + { + return transforms.Where(t => t.IsDescendant(transforms) == false).ToArray(); + } + + internal static T FindRoot(this T transform, T[] transforms) where T : TransformCache + { + var roots = transforms.FindRoots(); + return roots.FirstOrDefault( r => transform == r || IsDescendant(transform, r) ); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCacheExtensions.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCacheExtensions.cs.meta new file mode 100644 index 00000000..5dd5e5a4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCache/TransformCacheExtensions.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 51ee03bc936f1bf4489c0ee8696ebab7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCopyUtility.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCopyUtility.cs new file mode 100644 index 00000000..edbb41be --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCopyUtility.cs @@ -0,0 +1,34 @@ +namespace UnityEditor.U2D.Animation +{ + internal static class SkinningCopyUtility + { + private static ISkinningSerializer s_SkinningSerializer = new SkinningSerializerJSON(); + public static ISkinningSerializer Serializer + { + get { return s_SkinningSerializer; } + set { s_SkinningSerializer = value; } + } + + public static string SerializeSkinningCopyDataToString(SkinningCopyData skinningData) + { + return s_SkinningSerializer.Serialize(skinningData); + } + + public static bool CanDeserializeSystemCopyBufferToSkinningCopyData() + { + if (!string.IsNullOrEmpty(EditorGUIUtility.systemCopyBuffer)) + return CanDeserializeStringToSkinningCopyData(EditorGUIUtility.systemCopyBuffer); + return false; + } + + public static bool CanDeserializeStringToSkinningCopyData(string data) + { + return s_SkinningSerializer.CanDeserialize(data); + } + + public static SkinningCopyData DeserializeStringToSkinningCopyData(string data) + { + return s_SkinningSerializer.Deserialize(data); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCopyUtility.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCopyUtility.cs.meta new file mode 100644 index 00000000..37217672 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningCopyUtility.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: efabf946c69d212429c75db0d9aa9d1a +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModule.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModule.cs new file mode 100644 index 00000000..0db56fd2 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModule.cs @@ -0,0 +1,570 @@ +using UnityEngine; +using System; +using System.Linq; +using System.Collections.Generic; +using UnityEditor.U2D.Sprites; + +namespace UnityEditor.U2D.Animation +{ + [RequireSpriteDataProvider(typeof(ISpriteMeshDataProvider), typeof(ISpriteBoneDataProvider))] + internal partial class SkinningModule : SpriteEditorModuleBase + { + private static class Styles + { + public static string moduleName = L10n.Tr("Skinning Editor"); + } + + private SkinningCache m_SkinningCache; + private int m_PrevNearestControl = -1; + private SpriteOutlineRenderer m_SpriteOutlineRenderer; + private MeshPreviewTool m_MeshPreviewTool; + private SkinningMode m_PreviousSkinningMode; + private SpriteBoneInfluenceTool m_CharacterSpriteTool; + private HorizontalToggleTools m_HorizontalToggleTools; + private AnimationAnalytics m_Analytics; + private ModuleToolGroup m_ModuleToolGroup; + IMeshPreviewBehaviour m_MeshPreviewBehaviourOverride = null; + bool m_CollapseToolbar; + + internal SkinningCache skinningCache + { + get { return m_SkinningCache; } + } + + private BaseTool currentTool + { + get { return skinningCache.selectedTool; } + set { skinningCache.selectedTool = value; } + } + + public override string moduleName + { + get { return Styles.moduleName; } + } + + public override void OnModuleActivate() + { + m_SkinningCache = Cache.Create(); + + AddMainUI(spriteEditor.GetMainVisualContainer()); + + using (skinningCache.DisableUndoScope()) + { + skinningCache.Create(spriteEditor, SkinningCachePersistentState.instance); + skinningCache.CreateToolCache(spriteEditor, m_LayoutOverlay); + m_CharacterSpriteTool = skinningCache.CreateTool(); + m_CharacterSpriteTool.Initialize(m_LayoutOverlay); + m_MeshPreviewTool = skinningCache.CreateTool(); + SetupModuleToolGroup(); + m_MeshPreviewTool.Activate(); + + m_SpriteOutlineRenderer = new SpriteOutlineRenderer(spriteEditor, skinningCache.events); + + spriteEditor.enableMouseMoveEvent = true; + + Undo.undoRedoPerformed += UndoRedoPerformed; + skinningCache.events.skeletonTopologyChanged.AddListener(SkeletonTopologyChanged); + skinningCache.events.skeletonPreviewPoseChanged.AddListener(SkeletonPreviewPoseChanged); + skinningCache.events.skeletonBindPoseChanged.AddListener(SkeletonBindPoseChanged); + skinningCache.events.characterPartChanged.AddListener(CharacterPartChanged); + skinningCache.events.skinningModeChanged.AddListener(OnViewModeChanged); + skinningCache.events.meshChanged.AddListener(OnMeshChanged); + skinningCache.events.boneNameChanged.AddListener(OnBoneNameChanged); + skinningCache.events.boneDepthChanged.AddListener(OnBoneDepthChanged); + skinningCache.events.spriteLibraryChanged.AddListener(OnSpriteLibraryChanged); + skinningCache.events.meshPreviewBehaviourChange.AddListener(OnMeshPreviewBehaviourChange); + + skinningCache.RestoreFromPersistentState(); + ActivateTool(skinningCache.selectedTool); + skinningCache.RestoreToolStateFromPersistentState(); + + // Set state for Switch Mode tool + m_PreviousSkinningMode = skinningCache.mode; + if (skinningCache.mode == SkinningMode.Character) + { + skinningCache.GetTool(Tools.SwitchMode).Deactivate(); + } + else + { + skinningCache.GetTool(Tools.SwitchMode).Activate(); + } + SetupSpriteEditor(true); + + m_HorizontalToggleTools = new HorizontalToggleTools(skinningCache) + { + onActivateTool = (b) => + { + using (skinningCache.UndoScope(TextContent.setTool)) + { + ActivateTool(b); + } + } + }; + + var ai = spriteEditor.GetDataProvider() as AssetImporter; + m_Analytics = new AnimationAnalytics(new UnityAnalyticsStorage(), + skinningCache.events, + new SkinningModuleAnalyticsModel(skinningCache), + ai == null ? -1 : ai.GetInstanceID()); + + UpdateCollapseToolbar(); + } + } + + public override void OnModuleDeactivate() + { + if (m_SpriteOutlineRenderer != null) + m_SpriteOutlineRenderer.Dispose(); + + spriteEditor.enableMouseMoveEvent = false; + + Undo.undoRedoPerformed -= UndoRedoPerformed; + skinningCache.events.skeletonTopologyChanged.RemoveListener(SkeletonTopologyChanged); + skinningCache.events.skeletonPreviewPoseChanged.RemoveListener(SkeletonPreviewPoseChanged); + skinningCache.events.skeletonBindPoseChanged.RemoveListener(SkeletonBindPoseChanged); + skinningCache.events.characterPartChanged.RemoveListener(CharacterPartChanged); + skinningCache.events.skinningModeChanged.RemoveListener(OnViewModeChanged); + skinningCache.events.meshChanged.RemoveListener(OnMeshChanged); + skinningCache.events.boneNameChanged.RemoveListener(OnBoneNameChanged); + skinningCache.events.boneDepthChanged.RemoveListener(OnBoneDepthChanged); + skinningCache.events.spriteLibraryChanged.RemoveListener(OnSpriteLibraryChanged); + skinningCache.events.meshPreviewBehaviourChange.RemoveListener(OnMeshPreviewBehaviourChange); + + RemoveMainUI(spriteEditor.GetMainVisualContainer()); + RestoreSpriteEditor(); + m_Analytics.Dispose(); + m_Analytics = null; + + Cache.Destroy(m_SkinningCache); + } + + private void UpdateCollapseToolbar() + { + m_CollapseToolbar = SkinningModuleSettings.compactToolBar; + m_WeightToolbar.CollapseToolBar(m_CollapseToolbar); + m_MeshToolbar.CollapseToolBar(m_CollapseToolbar); + m_BoneToolbar.CollapseToolBar(m_CollapseToolbar); + m_LayoutOverlay.verticalToolbar.Collapse(m_CollapseToolbar); + m_HorizontalToggleTools.collapseToolbar = m_CollapseToolbar; + } + + private void OnBoneNameChanged(BoneCache bone) + { + var character = skinningCache.character; + + if (character != null && character.skeleton == bone.skeleton) + skinningCache.SyncSpriteSheetSkeletons(); + DataModified(); + } + + private void OnBoneDepthChanged(BoneCache bone) + { + var sprites = skinningCache.GetSprites(); + var controller = new SpriteMeshDataController(); + + foreach (var sprite in sprites) + { + var mesh = sprite.GetMesh(); + + if (mesh.ContainsBone(bone)) + { + controller.spriteMeshData = mesh; + controller.SortTrianglesByDepth(); + skinningCache.events.meshChanged.Invoke(mesh); + } + } + + DataModified(); + } + + private void OnMeshChanged(MeshCache mesh) + { + DataModified(); + } + + private void DataModified() + { + spriteEditor.SetDataModified(); + } + + private void OnViewModeChanged(SkinningMode mode) + { + SetupSpriteEditor(); + } + + private void SetupSpriteEditor(bool setPreviewTexture = false) + { + var textureProvider = spriteEditor.GetDataProvider(); + if (textureProvider == null) + return; + + var emptyTexture = new Texture2D(1, 1, TextureFormat.RGBAHalf, false, true); + emptyTexture.hideFlags = HideFlags.HideAndDontSave; + emptyTexture.SetPixel(1, 1, new Color(0, 0, 0, 0)); + emptyTexture.Apply(); + + int width = 0, height = 0; + if (skinningCache.mode == SkinningMode.SpriteSheet) + { + textureProvider.GetTextureActualWidthAndHeight(out width, out height); + } + else + { + width = skinningCache.character.dimension.x; + height = skinningCache.character.dimension.y; + } + + if (m_PreviousSkinningMode != skinningCache.mode || setPreviewTexture) + { + spriteEditor.SetPreviewTexture(emptyTexture, width, height); + if (m_PreviousSkinningMode != skinningCache.mode) + { + m_PreviousSkinningMode = skinningCache.mode; + spriteEditor.ResetZoomAndScroll(); + } + } + + spriteEditor.spriteRects = new List(); + } + + private void RestoreSpriteEditor() + { + var textureProvider = spriteEditor.GetDataProvider(); + + if (textureProvider != null) + { + int width, height; + textureProvider.GetTextureActualWidthAndHeight(out width, out height); + + var texture = textureProvider.previewTexture; + spriteEditor.SetPreviewTexture(texture, width, height); + } + + var spriteRectProvider = spriteEditor.GetDataProvider(); + + if (spriteRectProvider != null) + spriteEditor.spriteRects = new List(spriteRectProvider.GetSpriteRects()); + } + + public override bool CanBeActivated() + { + var dataProvider = spriteEditor.GetDataProvider(); + return dataProvider == null ? false : dataProvider.spriteImportMode != SpriteImportMode.None; + } + + public override void DoPostGUI() + { + if (!spriteEditor.windowDimension.Contains(Event.current.mousePosition)) + HandleUtility.nearestControl = 0; + + if (Event.current.type == EventType.Layout && m_PrevNearestControl != HandleUtility.nearestControl) + { + m_PrevNearestControl = HandleUtility.nearestControl; + spriteEditor.RequestRepaint(); + } + + skinningCache.EndUndoOperation(); + } + + public override void DoMainGUI() + { + Debug.Assert(currentTool != null); + + DoViewGUI(); + + if (!spriteEditor.editingDisabled) + skinningCache.selectionTool.DoGUI(); + + m_MeshPreviewTool.previewBehaviourOverride = m_MeshPreviewBehaviourOverride != null ? m_MeshPreviewBehaviourOverride : currentTool.previewBehaviour; + m_MeshPreviewTool.DoGUI(); + m_MeshPreviewTool.DrawOverlay(); + + m_SpriteOutlineRenderer.RenderSpriteOutline(spriteEditor, skinningCache.selectedSprite); + + m_MeshPreviewTool.OverlayWireframe(); + + if (!spriteEditor.editingDisabled) + { + currentTool.DoGUI(); + DoCopyPasteKeyboardEventHandling(); + } + + DrawRectGizmos(); + + if (SkinningModuleSettings.compactToolBar != m_CollapseToolbar) + UpdateCollapseToolbar(); + } + + public override void DoToolbarGUI(Rect drawArea) + { + m_HorizontalToggleTools.DoGUI(drawArea, currentTool, spriteEditor.editingDisabled); + } + + void DoCopyPasteKeyboardEventHandling() + { + var evt = Event.current; + if (evt.type == EventType.ValidateCommand) + { + if (evt.commandName == "Copy" || evt.commandName == "Paste") + evt.Use(); + return; + } + + if (evt.type == EventType.ExecuteCommand) + { + var copyTool = skinningCache.GetTool(Tools.CopyPaste) as CopyTool; + if (copyTool != null && evt.commandName == "Copy") + { + copyTool.OnCopyActivated(); + evt.Use(); + } + else if (copyTool != null && evt.commandName == "Paste") + { + copyTool.OnPasteActivated(true, true, false, false); + evt.Use(); + } + } + } + + private void DrawRectGizmos() + { + if (Event.current.type == EventType.Repaint) + { + var selectedSprite = skinningCache.selectedSprite; + var sprites = skinningCache.GetSprites(); + var unselectedRectColor = new Color(1f, 1f, 1f, 0.5f); + + foreach (var sprite in sprites) + { + var skeleton = skinningCache.GetEffectiveSkeleton(sprite); + + Debug.Assert(skeleton != null); + + if (skeleton.isPosePreview) + continue; + + var color = unselectedRectColor; + + if (sprite == selectedSprite) + color = DrawingUtility.kSpriteBorderColor; + + if (skinningCache.mode == SkinningMode.Character + && sprite != selectedSprite) + continue; + + var matrix = sprite.GetLocalToWorldMatrixFromMode(); + var rect = new Rect(matrix.MultiplyPoint3x4(Vector3.zero), sprite.textureRect.size); + + DrawingUtility.BeginLines(color); + DrawingUtility.DrawBox(rect); + DrawingUtility.EndLines(); + } + } + } + + private void UndoRedoPerformed() + { + using (new DisableUndoScope(skinningCache)) + { + UpdateToggleState(); + skinningCache.UndoRedoPerformed(); + SetupSpriteEditor(); + } + } + + #region CharacterConsistency + //TODO: Bring this to a better place, maybe CharacterController + private void SkeletonPreviewPoseChanged(SkeletonCache skeleton) + { + var character = skinningCache.character; + + if (character != null && character.skeleton == skeleton) + skinningCache.SyncSpriteSheetSkeletons(); + } + + private void SkeletonBindPoseChanged(SkeletonCache skeleton) + { + var character = skinningCache.character; + + if (character != null && character.skeleton == skeleton) + skinningCache.SyncSpriteSheetSkeletons(); + DataModified(); + } + + private void SkeletonTopologyChanged(SkeletonCache skeleton) + { + var character = skinningCache.character; + + if (character == null) + { + var sprite = FindSpriteFromSkeleton(skeleton); + + Debug.Assert(sprite != null); + + sprite.UpdateMesh(skeleton.bones); + + DataModified(); + } + else if (character.skeleton == skeleton) + { + skinningCache.CreateSpriteSheetSkeletons(); + DataModified(); + } + } + + private void CharacterPartChanged(CharacterPartCache characterPart) + { + var character = skinningCache.character; + + Debug.Assert(character != null); + + using (new DefaultPoseScope(character.skeleton)) + { + skinningCache.CreateSpriteSheetSkeleton(characterPart); + DataModified(); + } + + if (skinningCache.mode == SkinningMode.Character) + characterPart.SyncSpriteSheetSkeleton(); + } + + private SpriteCache FindSpriteFromSkeleton(SkeletonCache skeleton) + { + var sprites = skinningCache.GetSprites(); + return sprites.FirstOrDefault(sprite => sprite.GetSkeleton() == skeleton); + } + + #endregion + + public override bool ApplyRevert(bool apply) + { + if (apply) + { + m_Analytics.FlushEvent(); + skinningCache.applyingChanges = true; + skinningCache.RestoreBindPose(); + ApplyBone(); + ApplyMesh(); + ApplyCharacter(); + skinningCache.applyingChanges = false; + DoApplyAnalytics(); + } + else + skinningCache.Revert(); + return true; + } + + private void DoApplyAnalytics() + { + var sprites = skinningCache.GetSprites(); + var spriteBoneCount = sprites.Select(s => s.GetSkeleton().BoneCount).ToArray(); + BoneCache[] bones = null; + + if (skinningCache.hasCharacter) + bones = skinningCache.character.skeleton.bones; + else + bones = sprites.SelectMany(s => s.GetSkeleton().bones).ToArray(); + + m_Analytics.SendApplyEvent(sprites.Length, spriteBoneCount, bones); + } + + private void ApplyBone() + { + var boneDataProvider = spriteEditor.GetDataProvider(); + if (boneDataProvider != null) + { + var sprites = skinningCache.GetSprites(); + foreach (var sprite in sprites) + { + var bones = sprite.GetSkeleton().bones; + boneDataProvider.SetBones(new GUID(sprite.id), bones.ToSpriteBone(sprite.localToWorldMatrix).ToList()); + } + } + } + + private void ApplyMesh() + { + var meshDataProvider = spriteEditor.GetDataProvider(); + if (meshDataProvider != null) + { + var sprites = skinningCache.GetSprites(); + foreach (var sprite in sprites) + { + var mesh = sprite.GetMesh(); + var guid = new GUID(sprite.id); + meshDataProvider.SetVertices(guid, mesh.vertices.Select(x => + new Vertex2DMetaData() + { + boneWeight = x.editableBoneWeight.ToBoneWeight(false), + position = x.position + } + ).ToArray()); + meshDataProvider.SetIndices(guid, mesh.indices.ToArray()); + meshDataProvider.SetEdges(guid, mesh.edges.Select(x => new Vector2Int(x.index1, x.index2)).ToArray()); + } + } + } + + private void ApplyCharacter() + { + var characterDataProvider = spriteEditor.GetDataProvider(); + var character = skinningCache.character; + if (characterDataProvider != null && character != null) + { + var data = new CharacterData(); + var characterBones = character.skeleton.bones; + data.bones = characterBones.ToSpriteBone(Matrix4x4.identity); + + var parts = character.parts; + data.parts = parts.Select(x => + new CharacterPart() + { + spriteId = x.sprite.id, + spritePosition = new RectInt((int)x.position.x, (int)x.position.y, (int)x.sprite.textureRect.width, (int)x.sprite.textureRect.height), + bones = x.bones.Select(bone => Array.IndexOf(characterBones, bone)).ToArray() + } + ).ToArray(); + + characterDataProvider.SetCharacterData(data); + } + + var spriteLibDataProvider = spriteEditor.GetDataProvider(); + if (spriteLibDataProvider != null) + { + spriteLibDataProvider.SetSpriteCategoryList(skinningCache.spriteCategoryList.ToSpriteLibrary()); + } + } + + void OnSpriteLibraryChanged() + { + DataModified(); + } + + + void OnMeshPreviewBehaviourChange(IMeshPreviewBehaviour meshPreviewBehaviour) + { + m_MeshPreviewBehaviourOverride = meshPreviewBehaviour; + } + + private void SetupModuleToolGroup() + { + m_ModuleToolGroup = new ModuleToolGroup(); + m_ModuleToolGroup.AddToolToGroup(0, skinningCache.GetTool(Tools.Visibility), null); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.EditGeometry), () => currentTool = skinningCache.GetTool(Tools.EditGeometry)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.CreateVertex), () => currentTool = skinningCache.GetTool(Tools.CreateVertex)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.CreateEdge), () => currentTool = skinningCache.GetTool(Tools.CreateEdge)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.SplitEdge), () => currentTool = skinningCache.GetTool(Tools.SplitEdge)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.GenerateGeometry), () => currentTool = skinningCache.GetTool(Tools.GenerateGeometry)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.EditPose), () => currentTool = skinningCache.GetTool(Tools.EditPose)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.EditJoints), () => currentTool = skinningCache.GetTool(Tools.EditJoints)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.CreateBone), () => currentTool = skinningCache.GetTool(Tools.CreateBone)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.SplitBone), () => currentTool = skinningCache.GetTool(Tools.SplitBone)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.WeightSlider), () => currentTool = skinningCache.GetTool(Tools.WeightSlider)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.WeightBrush), () => currentTool = skinningCache.GetTool(Tools.WeightBrush)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.GenerateWeights), () => currentTool = skinningCache.GetTool(Tools.GenerateWeights)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.BoneInfluence), () => currentTool = skinningCache.GetTool(Tools.BoneInfluence)); + m_ModuleToolGroup.AddToolToGroup(1, skinningCache.GetTool(Tools.CopyPaste), () => currentTool = skinningCache.GetTool(Tools.CopyPaste)); + } + } +} + diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModule.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModule.cs.meta new file mode 100644 index 00000000..30f7558e --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModule.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 92be5a949cc9a014dbcb41d98e5aec03 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModuleView.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModuleView.cs new file mode 100644 index 00000000..6385ef7c --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModuleView.cs @@ -0,0 +1,394 @@ +using System; +using UnityEditor.U2D.Common; +using UnityEditor.U2D.Layout; +using UnityEngine; +using UnityEditor.ShortcutManagement; +using UnityEngine.UIElements; + +namespace UnityEditor.U2D.Animation +{ + internal partial class SkinningModule + { + private LayoutOverlay m_LayoutOverlay; + private BoneToolbar m_BoneToolbar; + private MeshToolbar m_MeshToolbar; + private WeightToolbar m_WeightToolbar; + + private InternalEditorBridge.ShortcutContext m_ShortcutContext; + + private static SkinningModule GetModuleFromContext(ShortcutArguments args) + { + var sc = args.context as InternalEditorBridge.ShortcutContext; + if (sc == null) + return null; + + return sc.context as SkinningModule; + } + + [Shortcut("2D/Animation/Toggle Tool Text", typeof(InternalEditorBridge.ShortcutContext), KeyCode.BackQuote, ShortcutModifiers.Shift)] + private static void CollapseToolbar(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null) + { + SkinningModuleSettings.compactToolBar = !SkinningModuleSettings.compactToolBar; + } + } + + [Shortcut("2D/Animation/Restore Bind Pose", typeof(InternalEditorBridge.ShortcutContext), KeyCode.Alpha1, ShortcutModifiers.Shift)] + private static void DisablePoseModeKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + var effectiveSkeleton = sm.skinningCache.GetEffectiveSkeleton(sm.skinningCache.selectedSprite); + if (effectiveSkeleton != null && effectiveSkeleton.isPosePreview) + { + using (sm.skinningCache.UndoScope(TextContent.restorePose)) + { + sm.skinningCache.RestoreBindPose(); + sm.skinningCache.events.shortcut.Invoke("#1"); + } + } + } + } + + [Shortcut("2D/Animation/Toggle Character Mode", typeof(InternalEditorBridge.ShortcutContext), KeyCode.Alpha2, ShortcutModifiers.Shift)] + private static void ToggleCharacterModeKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled && sm.skinningCache.hasCharacter) + { + var tool = sm.skinningCache.GetTool(Tools.SwitchMode); + + using (sm.skinningCache.UndoScope(TextContent.setMode)) + { + if (tool.isActive) + tool.Deactivate(); + else + tool.Activate(); + } + + sm.skinningCache.events.shortcut.Invoke("#2"); + } + } + + [Shortcut("2D/Animation/Preview Pose", typeof(InternalEditorBridge.ShortcutContext), KeyCode.Q, ShortcutModifiers.Shift)] + private static void EditPoseKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetSkeletonTool(Tools.EditPose); + sm.skinningCache.events.shortcut.Invoke("#q"); + } + } + + [Shortcut("2D/Animation/Edit Bone", typeof(InternalEditorBridge.ShortcutContext), KeyCode.W, ShortcutModifiers.Shift)] + private static void EditJointsKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetSkeletonTool(Tools.EditJoints); + sm.skinningCache.events.shortcut.Invoke("#w"); + } + } + + [Shortcut("2D/Animation/Create Bone", typeof(InternalEditorBridge.ShortcutContext), KeyCode.E, ShortcutModifiers.Shift)] + private static void CreateBoneKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetSkeletonTool(Tools.CreateBone); + sm.skinningCache.events.shortcut.Invoke("#e"); + } + } + + [Shortcut("2D/Animation/Split Bone", typeof(InternalEditorBridge.ShortcutContext), KeyCode.R, ShortcutModifiers.Shift)] + private static void SplitBoneKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetSkeletonTool(Tools.SplitBone); + sm.skinningCache.events.shortcut.Invoke("#r"); + } + } + + [Shortcut("2D/Animation/Auto Geometry", typeof(InternalEditorBridge.ShortcutContext), KeyCode.A, ShortcutModifiers.Shift)] + private static void GenerateGeometryKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetMeshTool(Tools.GenerateGeometry); + sm.skinningCache.events.shortcut.Invoke("#a"); + } + } + + [Shortcut("2D/Animation/Edit Geometry", typeof(InternalEditorBridge.ShortcutContext), KeyCode.S, ShortcutModifiers.Shift)] + private static void MeshSelectionKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetMeshTool(Tools.EditGeometry); + sm.skinningCache.events.shortcut.Invoke("#s"); + } + } + + [Shortcut("2D/Animation/Create Vertex", typeof(InternalEditorBridge.ShortcutContext), KeyCode.J, ShortcutModifiers.Shift)] + private static void CreateVertex(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetMeshTool(Tools.CreateVertex); + sm.skinningCache.events.shortcut.Invoke("#d"); + } + } + + [Shortcut("2D/Animation/Create Edge", typeof(InternalEditorBridge.ShortcutContext), KeyCode.G, ShortcutModifiers.Shift)] + private static void CreateEdgeKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetMeshTool(Tools.CreateEdge); + sm.skinningCache.events.shortcut.Invoke("#g"); + } + } + + [Shortcut("2D/Animation/Split Edge", typeof(InternalEditorBridge.ShortcutContext), KeyCode.H, ShortcutModifiers.Shift)] + private static void SplitEdge(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetMeshTool(Tools.SplitEdge); + sm.skinningCache.events.shortcut.Invoke("#h"); + } + } + + [Shortcut("2D/Animation/Auto Weights", typeof(InternalEditorBridge.ShortcutContext), KeyCode.Z, ShortcutModifiers.Shift)] + private static void GenerateWeightsKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetWeightTool(Tools.GenerateWeights); + sm.skinningCache.events.shortcut.Invoke("#z"); + } + } + + [Shortcut("2D/Animation/Weight Slider", typeof(InternalEditorBridge.ShortcutContext), KeyCode.X, ShortcutModifiers.Shift)] + private static void WeightSliderKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetWeightTool(Tools.WeightSlider); + sm.skinningCache.events.shortcut.Invoke("#x"); + } + } + + [Shortcut("2D/Animation/Weight Brush", typeof(InternalEditorBridge.ShortcutContext), KeyCode.N, ShortcutModifiers.Shift)] + private static void WeightBrushKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.SetWeightTool(Tools.WeightBrush); + sm.skinningCache.events.shortcut.Invoke("#c"); + } + } + + [Shortcut("2D/Animation/Bone Influence", typeof(InternalEditorBridge.ShortcutContext), KeyCode.V, ShortcutModifiers.Shift)] + private static void BoneInfluenceKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled && sm.skinningCache.mode == SkinningMode.Character) + { + sm.SetWeightTool(Tools.BoneInfluence); + sm.skinningCache.events.shortcut.Invoke("#v"); + } + } + + [Shortcut("2D/Animation/Paste Panel Weights", typeof(InternalEditorBridge.ShortcutContext), KeyCode.B, ShortcutModifiers.Shift)] + private static void PastePanelKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.m_HorizontalToggleTools.TogglePasteTool(sm.currentTool); + sm.skinningCache.events.shortcut.Invoke("#b"); + } + } + + [Shortcut("2D/Animation/Visibility Panel", typeof(InternalEditorBridge.ShortcutContext), KeyCode.P, ShortcutModifiers.Shift)] + private static void VisibilityPanelKey(ShortcutArguments args) + { + var sm = GetModuleFromContext(args); + if (sm != null && !sm.spriteEditor.editingDisabled) + { + sm.m_HorizontalToggleTools.ToggleVisibilityTool(sm.currentTool); + sm.skinningCache.events.shortcut.Invoke("#p"); + } + } + + private void AddMainUI(VisualElement mainView) + { + var visualTree = ResourceLoader.Load("LayoutOverlay/LayoutOverlay.uxml"); + VisualElement clone = visualTree.CloneTree(); + m_LayoutOverlay = clone.Q("LayoutOverlay"); + + mainView.Add(m_LayoutOverlay); + m_LayoutOverlay.hasScrollbar = true; + m_LayoutOverlay.StretchToParentSize(); + + CreateBoneToolbar(); + CreateMeshToolbar(); + CreateWeightToolbar(); + + m_ShortcutContext = new InternalEditorBridge.ShortcutContext() + { + isActive = isFocused, + context = this + }; + InternalEditorBridge.RegisterShortcutContext(m_ShortcutContext); + InternalEditorBridge.AddEditorApplicationProjectLoadedCallback(OnProjectLoaded); + } + + private void OnProjectLoaded() + { + if (m_ShortcutContext != null) + InternalEditorBridge.RegisterShortcutContext(m_ShortcutContext); + } + + private void DoViewGUI() + { + if (spriteEditor.editingDisabled == m_BoneToolbar.enabledSelf) + { + m_BoneToolbar.SetEnabled(!spriteEditor.editingDisabled); + m_MeshToolbar.SetEnabled(!spriteEditor.editingDisabled); + m_WeightToolbar.SetEnabled(!spriteEditor.editingDisabled); + } + + if (spriteEditor.editingDisabled == m_LayoutOverlay.rightOverlay.enabledSelf) + { + m_LayoutOverlay.rightOverlay.SetEnabled(!spriteEditor.editingDisabled); + m_LayoutOverlay.rightOverlay.visible = !spriteEditor.editingDisabled; + } + } + + private bool isFocused() + { + return spriteEditor != null && (EditorWindow.focusedWindow == spriteEditor as EditorWindow); + } + + private void CreateBoneToolbar() + { + m_BoneToolbar = BoneToolbar.GenerateFromUXML(); + m_BoneToolbar.Setup(skinningCache); + m_LayoutOverlay.verticalToolbar.AddToContainer(m_BoneToolbar); + + m_BoneToolbar.SetSkeletonTool += SetSkeletonTool; + m_BoneToolbar.SetEnabled(!spriteEditor.editingDisabled); + } + + private void CreateMeshToolbar() + { + m_MeshToolbar = MeshToolbar.GenerateFromUXML(); + m_MeshToolbar.skinningCache = skinningCache; + m_LayoutOverlay.verticalToolbar.AddToContainer(m_MeshToolbar); + + m_MeshToolbar.SetMeshTool += SetMeshTool; + m_MeshToolbar.SetEnabled(!spriteEditor.editingDisabled); + } + + private void CreateWeightToolbar() + { + m_WeightToolbar = WeightToolbar.GenerateFromUXML(); + m_WeightToolbar.skinningCache = skinningCache; + m_LayoutOverlay.verticalToolbar.AddToContainer(m_WeightToolbar); + m_WeightToolbar.SetWeightTool += SetWeightTool; + m_WeightToolbar.SetEnabled(!spriteEditor.editingDisabled); + } + + private void SetSkeletonTool(Tools toolType) + { + var tool = skinningCache.GetTool(toolType) as SkeletonToolWrapper; + + if (currentTool == tool) + return; + + using (skinningCache.UndoScope(TextContent.setTool)) + { + ActivateTool(tool); + + if (tool.editBindPose) + skinningCache.RestoreBindPose(); + } + } + + private void SetMeshTool(Tools toolType) + { + var tool = skinningCache.GetTool(toolType); + + if (currentTool == tool) + return; + + using (skinningCache.UndoScope(TextContent.setTool)) + { + ActivateTool(tool); + skinningCache.RestoreBindPose(); + UnselectBones(); + } + } + + private void SetWeightTool(Tools toolType) + { + var tool = skinningCache.GetTool(toolType); + + if (currentTool == tool) + return; + + using (skinningCache.UndoScope(TextContent.setTool)) + { + ActivateTool(tool); + } + } + + private void ActivateTool(BaseTool tool) + { + m_ModuleToolGroup.ActivateTool(tool); + UpdateToggleState(); + skinningCache.events.toolChanged.Invoke(tool); + } + + private void UnselectBones() + { + skinningCache.skeletonSelection.Clear(); + skinningCache.events.boneSelectionChanged.Invoke(); + } + + private void UpdateToggleState() + { + Debug.Assert(m_BoneToolbar != null); + Debug.Assert(m_MeshToolbar != null); + Debug.Assert(m_WeightToolbar != null); + + m_BoneToolbar.UpdateToggleState(); + m_MeshToolbar.UpdateToggleState(); + m_WeightToolbar.UpdateToggleState(); + } + + private void RemoveMainUI(VisualElement mainView) + { + InternalEditorBridge.RemoveEditorApplicationProjectLoadedCallback(OnProjectLoaded); + InternalEditorBridge.UnregisterShortcutContext(m_ShortcutContext); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModuleView.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModuleView.cs.meta new file mode 100644 index 00000000..40efd6e6 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningModuleView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 4ddf280179469e548a5aff8e5eec973c +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer.meta new file mode 100644 index 00000000..acc85cec --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 6a526b93b1b26d040a197bb4ffe84ba1 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/ISkinningSerializer.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/ISkinningSerializer.cs new file mode 100644 index 00000000..22b89af4 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/ISkinningSerializer.cs @@ -0,0 +1,38 @@ +using System; +using System.Collections.Generic; + + +namespace UnityEditor.U2D.Animation +{ + internal interface ISkinningSerializer + { + bool CanDeserialize(string data); + SkinningCopyData Deserialize(string data); + string Serialize(SkinningCopyData skinningData); + } + + [Serializable] + internal class SpriteBoneCopyData + { + public UnityEngine.U2D.SpriteBone spriteBone; + public int order; + } + + [Serializable] + internal class SkinningCopySpriteData + { + public string spriteName; + public List spriteBones; + public List vertices; + public List indices; + public List edges; + public List boneWeightNames; + } + + [Serializable] + internal class SkinningCopyData + { + public float pixelsPerUnit; + public List copyData = new List(); + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/ISkinningSerializer.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/ISkinningSerializer.cs.meta new file mode 100644 index 00000000..0f33f053 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/ISkinningSerializer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 65760d058db37cb438c9002fb9c5dc92 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerJSON.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerJSON.cs new file mode 100644 index 00000000..90b7005a --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerJSON.cs @@ -0,0 +1,31 @@ +using UnityEngine; + +namespace UnityEditor.U2D.Animation +{ + internal class SkinningSerializerJSON : ISkinningSerializer + { + public bool CanDeserialize(string data) + { + bool result = true; + try + { + JsonUtility.FromJson(data); + } + catch + { + result = false; + } + return result; + } + + public SkinningCopyData Deserialize(string data) + { + return JsonUtility.FromJson(data); + } + + public string Serialize(SkinningCopyData skinningData) + { + return JsonUtility.ToJson(skinningData); + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerJSON.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerJSON.cs.meta new file mode 100644 index 00000000..3139052e --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerJSON.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 171c69f47e06f2d47ab4225b6afbb5db +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerXML.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerXML.cs new file mode 100644 index 00000000..0fb729df --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerXML.cs @@ -0,0 +1,61 @@ +using System; +using System.Collections.Generic; +using System.IO; +using System.Xml; +using System.Xml.Serialization; + + +namespace UnityEditor.U2D.Animation +{ + internal class SkinningXMLSerializer : ISkinningSerializer + { + public bool CanDeserialize(string data) + { + bool result = false; + try + { + using (TextReader textReader = new StringReader(data)) + { + using (XmlTextReader xmlReader = new XmlTextReader(textReader)) + { + var xmlSerializer = new XmlSerializer(typeof(List)); + result = xmlSerializer.CanDeserialize(xmlReader); + } + } + } + catch + { + } + return result; + } + + public SkinningCopyData Deserialize(string data) + { + SkinningCopyData skinningCopyData; + using (TextReader textReader = new StringReader(data)) + { + using (XmlTextReader xmlReader = new XmlTextReader(textReader)) + { + var xmlSerializer = new XmlSerializer(typeof(SkinningCopyData)); + if (!xmlSerializer.CanDeserialize(xmlReader)) + { + throw new InvalidOperationException( + "Unable to deserialize system copy buffer to Skinning Copy Data"); + } + skinningCopyData = (SkinningCopyData)xmlSerializer.Deserialize(xmlReader); + } + } + return skinningCopyData; + } + + public string Serialize(SkinningCopyData skinningData) + { + XmlSerializer xmlSerializer = new XmlSerializer(skinningData.GetType()); + using (StringWriter textWriter = new StringWriter()) + { + xmlSerializer.Serialize(textWriter, skinningData); + return textWriter.ToString(); + } + } + } +} diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerXML.cs.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerXML.cs.meta new file mode 100644 index 00000000..ef7b42c2 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SkinningSerializer/SkinningSerializerXML.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 9aa1c187477fd364bb93e6f97f16c9fa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SpriteBoneInfluence.meta b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SpriteBoneInfluence.meta new file mode 100644 index 00000000..94480879 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SpriteBoneInfluence.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ae8222a77d2168b45b8a300c2ae1300b +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SpriteBoneInfluence/SpriteBoneInfluenceListWidget.cs b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SpriteBoneInfluence/SpriteBoneInfluenceListWidget.cs new file mode 100644 index 00000000..c7d09520 --- /dev/null +++ b/Final Lab/Jogo Final/Library/PackageCache/com.unity.2d.animation@5.0.4/Editor/SkinningModule/SpriteBoneInfluence/SpriteBoneInfluenceListWidget.cs @@ -0,0 +1,131 @@ +using System; +using System.Linq; +using System.Collections.Generic; +using UnityEngine; +using UnityEngine.UIElements; + +namespace UnityEditor.U2D.Animation +{ + internal class SelectListView : ListView + { + public class CustomUxmlFactory : UxmlFactory {} + + public new void AddToSelection(int index) + { + base.AddToSelection(index); + } + + public new void ClearSelection() + { + base.ClearSelection(); + } + } + + internal class SpriteBoneInfluenceListWidget : VisualElement + { + public class CustomUxmlFactory : UxmlFactory {} + public class CustomUxmlTraits : UxmlTraits {} + + private List m_BoneInfluences; + private SelectListView m_ListView; + bool m_IgnoreSelectionChange = false; + private Button m_AddButton; + private Button m_RemoveButton; + public Action onAddBone = () => {}; + public Action onRemoveBone = () => {}; + public Action> onReordered = _ => {}; + public Action> onSelectionChanged = (s) => {}; + public Func GetController = () => null; + + public SpriteBoneInfluenceListWidget() + { + var visualTree = ResourceLoader.Load("SkinningModule/SpriteBoneInfluenceListWidget.uxml"); + var ve = visualTree.CloneTree().Q("Container"); + ve.styleSheets.Add(ResourceLoader.Load("SkinningModule/SpriteBoneInfluenceListWidgetStyle.uss")); + if (EditorGUIUtility.isProSkin) + AddToClassList("Dark"); + this.Add(ve); + BindElements(); + } + + private void BindElements() + { + m_ListView = this.Q(); + m_ListView.selectionType = SelectionType.Multiple; + m_ListView.itemsSource = m_BoneInfluences; + m_ListView.makeItem = () => + { + var label = new Label() + { + name = "ListRow" + }; + return label; + }; + m_ListView.bindItem = (e, index) => + { + if (m_BoneInfluences[index] == null) + return; + + (e as Label).text = m_BoneInfluences[index].name; + if (index % 2 == 0) + { + e.RemoveFromClassList("ListRowOddColor"); + e.AddToClassList("ListRowEvenColor"); + } + else + { + e.RemoveFromClassList("ListRowEvenColor"); + e.AddToClassList("ListRowOddColor"); + } + }; + + m_ListView.onSelectionChange += OnListViewSelectionChanged; + m_AddButton = this.Q