mirror of
https://github.com/drewcassidy/KSP-Conformal-Decals.git
synced 2024-09-01 18:23:54 +00:00
Add basic ui controller
This commit is contained in:
parent
66dd0a6206
commit
1316dbb553
@ -157,7 +157,6 @@ inline float SDFAA(float dist) {
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float ddist = length(float2(ddx(dist), ddy(dist)));
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float pixelDist = dist / ddist;
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return saturate(0.5-pixelDist);
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return saturate(0.5 - dist);
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}
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#endif
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11
Assets/Shaders/HSL.cginc
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11
Assets/Shaders/HSL.cginc
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@ -0,0 +1,11 @@
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#ifndef HSL_INCLUDED
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#define HSL_INCLUDED
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inline float3 HSL2RGB(float3 hsl) {
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int3 n = int3(0, 8, 4);
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float3 k = (n + hsl.x * 12) % 12;
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float a = hsl.y * min(hsl.z, 1 - hsl.z);
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return hsl.z - a * max(-1, min(k - 3, min(9 - k, 1)));
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}
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#endif
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99
Assets/Shaders/HSLSlider.shader
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99
Assets/Shaders/HSLSlider.shader
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@ -0,0 +1,99 @@
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Shader "ConformalDecals/UI/HSLSlider"
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{
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Properties
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{
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma require integers
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "HSL.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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float4 _ClipRect;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPosition = v.vertex;
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 color = 1;
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color.rgb = HSL2RGB(float3(i.uv.y, 1, 0.5));
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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}
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ENDCG
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}
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}
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}
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102
Assets/Shaders/HSLSquare.shader
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Assets/Shaders/HSLSquare.shader
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@ -0,0 +1,102 @@
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Shader "ConformalDecals/UI/HSLSquare"
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{
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Properties
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{
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_Hue("Hue", Range(0,1)) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
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_Stencil ("Stencil ID", Float) = 0
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_StencilOp ("Stencil Operation", Float) = 0
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_StencilWriteMask ("Stencil Write Mask", Float) = 255
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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_ColorMask ("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
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}
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SubShader
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{
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Tags
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{
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"Queue"="Transparent"
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"IgnoreProjector"="True"
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"RenderType"="Transparent"
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"PreviewType"="Plane"
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"CanUseSpriteAtlas"="True"
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}
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Stencil
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{
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Ref [_Stencil]
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Comp [_StencilComp]
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Pass [_StencilOp]
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ReadMask [_StencilReadMask]
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WriteMask [_StencilWriteMask]
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}
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest [unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask [_ColorMask]
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#pragma require integers
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#include "HSL.cginc"
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#pragma multi_compile_local _ UNITY_UI_CLIP_RECT
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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float _Hue;
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float4 _ClipRect;
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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float2 uv : TEXCOORD0;
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float4 worldPosition : TEXCOORD1;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.worldPosition = v.vertex;
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o.uv = v.uv;
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return o;
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}
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fixed4 frag (v2f i) : SV_Target
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{
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// sample the texture
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fixed4 color = 1;
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color.rgb = HSL2RGB(float3(_Hue, i.uv.x, i.uv.y));
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#ifdef UNITY_UI_CLIP_RECT
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color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
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#endif
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#ifdef UNITY_UI_ALPHACLIP
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clip (color.a - 0.001);
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#endif
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return color;
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}
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ENDCG
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}
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}
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}
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@ -85,7 +85,7 @@
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Text\FontLoader.cs" />
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<Compile Include="Text\TextRenderer.cs" />
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<Compile Include="Text\TextSettings.cs" />
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<Compile Include="Text\FormattedText.cs" />
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<Compile Include="Test\TestLayers.cs" />
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<Compile Include="UI\TextEntryController.cs" />
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<Compile Include="UI\UILoader.cs" />
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15
Source/ConformalDecals/Text/FormattedText.cs
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15
Source/ConformalDecals/Text/FormattedText.cs
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using TMPro;
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using UnityEngine;
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namespace ConformalDecals.Text {
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public struct FormattedText {
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public string text;
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public TMP_FontAsset font;
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public FontStyles style;
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public bool vertical;
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public Color32 color;
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public Color32 outlineColor;
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public float outlineWidth;
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}
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}
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@ -1,5 +0,0 @@
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namespace ConformalDecals.Text {
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public struct TextSettings {
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}
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}
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@ -1,9 +1,108 @@
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using System;
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using ConformalDecals.Text;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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namespace ConformalDecals.UI {
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public class TextEntryController : MonoBehaviour {
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public void OnClose() {
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Debug.Log("Close!");
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private FormattedText _text;
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[SerializeField] private Selectable _textBox;
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[SerializeField] private Toggle _fontColorButton;
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[SerializeField] private Toggle _fontButton;
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[SerializeField] private Toggle _outlineColorButton;
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[SerializeField] private Slider _outlineWidthSlider;
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[SerializeField] private Toggle _boldButton;
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[SerializeField] private Toggle _italicButton;
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[SerializeField] private Toggle _underlineButton;
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[SerializeField] private Toggle _smallCapsButton;
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[SerializeField] private Toggle _verticalButton;
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public delegate void TextUpdateReceiver(FormattedText text);
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public delegate void TextCancelReceiver();
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public TextUpdateReceiver textUpdateCallback;
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public TextCancelReceiver textCancelCallback;
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private void Start() {
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(_textBox as TMP_InputField).text = _text.text;
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_boldButton.isOn = (_text.style | FontStyles.Bold) != 0;
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_italicButton.isOn = (_text.style | FontStyles.Italic) != 0;
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_underlineButton.isOn = (_text.style | FontStyles.Underline) != 0;
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_smallCapsButton.isOn = (_text.style | FontStyles.SmallCaps) != 0;
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_verticalButton.isOn = _text.vertical;
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}
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public void Close() {
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Destroy(gameObject);
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}
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public void OnCancel() {
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textCancelCallback();
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Close();
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}
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public void OnApply() {
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textUpdateCallback(_text);
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Close();
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}
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public void OnTextUpdate(string text) {
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_text.text = text;
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textUpdateCallback(_text);
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}
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public void OnFontMenu(bool state) { }
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public void OnColorMenu(bool state) { }
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public void OnOutlineColorMenu(bool state) { }
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public void OnOutlineUpdate(float value) {
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_text.outlineWidth = value;
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textUpdateCallback(_text);
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}
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public void OnBoldUpdate(bool state) {
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if (state) _text.style |= FontStyles.Bold;
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else _text.style &= ~FontStyles.Bold;
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textUpdateCallback(_text);
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}
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public void OnItalicUpdate(bool state) {
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if (state) _text.style |= FontStyles.Italic;
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else _text.style &= ~FontStyles.Italic;
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textUpdateCallback(_text);
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}
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public void OnUnderlineUpdate(bool state) {
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if (state) _text.style |= FontStyles.Underline;
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else _text.style &= ~FontStyles.Underline;
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textUpdateCallback(_text);
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}
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public void OnSmallCapsUpdate(bool state) {
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if (state) _text.style |= FontStyles.SmallCaps;
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else _text.style &= ~FontStyles.SmallCaps;
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textUpdateCallback(_text);
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}
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public void OnVerticalUpdate(bool state) {
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_text.vertical = state;
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textUpdateCallback(_text);
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}
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}
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}
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@ -14,11 +14,21 @@ namespace ConformalDecals.UI {
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var prefabs = AssetBundle.LoadFromFile(Path + "ui.conformaldecals");
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textEntryPrefab = prefabs.LoadAsset("TextEntryPanel") as GameObject;
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ProcessWindow(textEntryPrefab);
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Debug.Log("[ConformalDecals] UI prefabs loaded and modified");
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Debug.Log($"[ConformalDecals] {MainCanvasUtil.MainCanvas.renderMode}");
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Debug.Log($"[ConformalDecals] {MainCanvasUtil.MainCanvas.sortingOrder}");
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Debug.Log($"[ConformalDecals] {MainCanvasUtil.MainCanvas.sortingLayerID}");
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Debug.Log($"[ConformalDecals] {MainCanvasUtil.MainCanvas.sortingLayerName}");
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foreach (var layer in SortingLayer.layers) {
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Debug.Log(layer.name);
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Debug.Log(layer.id);
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Debug.Log(layer.value);
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}
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var window = Instantiate(UILoader.textEntryPrefab, MainCanvasUtil.MainCanvas.transform, true);
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}
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@ -54,7 +64,7 @@ namespace ConformalDecals.UI {
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ProcessSelectable(tag.gameObject, skin.toggle);
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break;
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case UITag.UIType.Slider:
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ProcessSlider(tag.gameObject, skin.horizontalScrollbar, skin.horizontalScrollbarThumb, skin.verticalScrollbar, skin.verticalScrollbarThumb);
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ProcessSlider(tag.gameObject, skin.horizontalSlider, skin.horizontalSliderThumb, skin.verticalSlider, skin.verticalSliderThumb);
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break;
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case UITag.UIType.Box:
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ProcessSelectable(tag.gameObject, skin.box);
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@ -68,7 +78,7 @@ namespace ConformalDecals.UI {
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case UITag.UIType.Header:
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ProcessText(tag.GetComponent<TextMeshProUGUI>(), font, new Color(0.718f, 0.996f, 0.000f, 1.000f), 16);
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break;
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}
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}
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}
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}
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@ -79,13 +89,13 @@ namespace ConformalDecals.UI {
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private static void ProcessImage(Image image, UIStyleState state) {
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image.sprite = state.background;
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image.color = Color.white;
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image.type = Image.Type.Sliced;
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image.type = Image.Type.Sliced;
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}
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private static void ProcessSelectable(GameObject gameObject, UIStyle style) {
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var selectable = gameObject.GetComponent<Selectable>();
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if (selectable == null) throw new FormatException("No Selectable component present");
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ProcessImage(selectable.image, style.normal);
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selectable.transition = Selectable.Transition.SpriteSwap;
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@ -94,7 +104,6 @@ namespace ConformalDecals.UI {
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state.highlightedSprite = style.highlight.background;
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state.pressedSprite = style.active.background;
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state.disabledSprite = style.disabled.background;
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selectable.spriteState = state;
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}
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