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On peut créer une fonction public dans BaseDuckScript getSpeed - //Et changeSpeed permettant de manipuler la Speed du duck. 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private void Start() - { - rib=GetComponent(); - } - - - //Prend tout les rigidbody sauf le sien et leurs applique une force pour les expulser - private void OnTriggerEnter(Collider other) - { - //Uniformisation des codes de balles, pour la détruire au 2e impact avec un collider dû au fait qu'elle spawn DANS un collider - //Reste clairement Junky et est sujet à amélioration - i += 1; - if (i > 0) - { - Vector3 explosionPosition = transform.position; - Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius); - - foreach (Collider collider in colliders) - { - Rigidbody rb = collider.GetComponent(); - if (rb != null & rb != rib) - { - rb.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardModifier, ForceMode.Impulse); - } - } - Destroy(gameObject); - } - } -} diff --git a/Assets/Scripts/BoomLazer.cs.meta b/Assets/Scripts/BoomLazer.cs.meta deleted file mode 100755 index da64922..0000000 --- a/Assets/Scripts/BoomLazer.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 30612f05fd9747843853fc490546942a \ No newline at end of file diff --git a/Assets/Scripts/CameraFly.cs b/Assets/Scripts/CameraFly.cs deleted file mode 100755 index 15f115a..0000000 --- a/Assets/Scripts/CameraFly.cs +++ /dev/null @@ -1,101 +0,0 @@ -using UnityEngine; - -public class CameraFly : MonoBehaviour -{ - [SerializeField] float mainSpeed; //regular speed - [SerializeField] float shiftAdd; //multiplied by how long shift is held. Basically running - [SerializeField] float maxShift; //Maximum speed when holdin gshift - [SerializeField] float camVelocity; //How sensitive it with mouse - private Vector3 lastMouse = new Vector3(255, 255, 255); //kind of in the middle of the screen, rather than at the top (play) - private float totalRun = 1.0f; - - void Update() - { - Vector3 r = GetRotInput(); - lastMouse = new Vector3(transform.eulerAngles.x + r.x, transform.eulerAngles.y + r.y, 0); - //transform.eulerAngles = lastMouse; - transform.rotation = Quaternion.Euler(lastMouse); - //Mouse camera angle done. - - //Keyboard commands - //float f = 0.0f; - Vector3 p = GetBaseInput(); - if (p.sqrMagnitude > 0) - { // only move while a direction key is pressed - if (Input.GetKey(KeyCode.LeftShift)) - { - totalRun += Time.deltaTime; - p = p * totalRun * shiftAdd; - p.x = Mathf.Clamp(p.x, -maxShift, maxShift); - p.y = Mathf.Clamp(p.y, -maxShift, maxShift); - p.z = Mathf.Clamp(p.z, -maxShift, maxShift); - } - else - { - totalRun = Mathf.Clamp(totalRun * 0.5f, 1f, 1000f); - p = p * mainSpeed; - } - - p = p * Time.deltaTime; - Vector3 newPosition = transform.position; - if (Input.GetKey(KeyCode.Space)) - { //If player wants to move on X and Z axis only - transform.Translate(p); - newPosition.x = transform.position.x; - newPosition.z = transform.position.z; - transform.position = newPosition; - } - else - { - transform.Translate(p); - } - } - Debug.Log(r); - Debug.Log(p); - } - - private Vector3 GetBaseInput() - { //returns the basic values, if it's 0 than it's not active. - Vector3 p_Velocity = new Vector3(); - if (Input.GetKey(KeyCode.UpArrow)) - { - p_Velocity += new Vector3(0, 0, 1); - } - if (Input.GetKey(KeyCode.DownArrow)) - { - p_Velocity += new Vector3(0, 0, -1); - } - if (Input.GetKey(KeyCode.LeftArrow)) - { - p_Velocity += new Vector3(-1, 0, 0); - } - if (Input.GetKey(KeyCode.RightArrow)) - { - p_Velocity += new Vector3(1, 0, 0); - } - return p_Velocity; - } - - private Vector3 GetRotInput() - { //returns the basic values, if it's 0 than it's not active. - Vector3 r_Velocity = new Vector3(); - if (Input.GetKey(KeyCode.Z)) - { - r_Velocity += new Vector3(0, 1,0); - } - if (Input.GetKey(KeyCode.S)) - { - r_Velocity += new Vector3(0, -1, 0); - } - if (Input.GetKey(KeyCode.Q)) - { - r_Velocity += new Vector3(-1, 0, 0); - } - if (Input.GetKey(KeyCode.D)) - { - r_Velocity += new Vector3(1, 0, 0); - } - return camVelocity*r_Velocity; - } -} - diff --git a/Assets/Scripts/CameraFly.cs.meta b/Assets/Scripts/CameraFly.cs.meta deleted file mode 100755 index 84bad11..0000000 --- a/Assets/Scripts/CameraFly.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 5c1167af3b3e2714d8cfcbaaf894d1ed \ No newline at end of file diff --git a/Assets/Scripts/CameraMovement.cs b/Assets/Scripts/CameraMovement.cs deleted file mode 100755 index 7dce9d8..0000000 --- a/Assets/Scripts/CameraMovement.cs +++ /dev/null @@ -1,73 +0,0 @@ -using UnityEngine; - -public class CameraMovement : MonoBehaviour -{ - [SerializeField] float cameraMovementSpeed; - [SerializeField] float cameraRotationSpeed; - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - //avancer reculer - if (Input.GetKey(KeyCode.UpArrow)) - { - Debug.Log("avancer"); - transform.Translate(Vector3.forward * Time.deltaTime * cameraMovementSpeed); - } - if (Input.GetKey(KeyCode.DownArrow)) - { - Debug.Log("reculer"); - transform.Translate(-Vector3.forward * Time.deltaTime * cameraMovementSpeed); - } - if (Input.GetKey("w")) - { - Debug.Log("lever la tête"); - transform.Rotate(-cameraRotationSpeed * Time.deltaTime, 0.0f, 0.0f, Space.Self); - } - else if (Input.GetKey("s")) - { - Debug.Log("baisser la tête"); - transform.Rotate(cameraRotationSpeed * Time.deltaTime, 0.0f, 0.0f, Space.Self); - } - else if (Input.GetKey("a")) - { - Debug.Log("tourner la tête à gauche"); - transform.Rotate(0.0f, -cameraRotationSpeed * Time.deltaTime, 0.0f, Space.Self); - } - else if (Input.GetKey("d")) - { - Debug.Log("tourner la tête à droite"); - transform.Rotate(0.0f, cameraRotationSpeed * Time.deltaTime, 0.0f, Space.Self); - } - Debug.Log(transform.rotation); - - /* - if (Input.GetKey("a") || Input.GetKey(KeyCode.LeftArrow)) - { - Debug.Log("Moving Left"); - transform.localPosition += new Vector3(-lateralSpeed, 0.0f, 0.0f); - } - if (Input.GetKey("d") || Input.GetKey(KeyCode.RightArrow)) - { - Debug.Log("Moving Right"); - transform.localPosition += new Vector3(lateralSpeed, 0.0f, 0.0f); - } - if (Input.GetKey("w") || Input.GetKey(KeyCode.LeftArrow)) - { - Debug.Log("Moving Up"); - transform.localPosition += new Vector3(-lateralSpeed, 0.0f, 0.0f); - } - if (Input.GetKey("s") || Input.GetKey(KeyCode.RightArrow)) - { - Debug.Log("Moving Down"); - transform.localPosition += new Vector3(lateralSpeed, 0.0f, 0.0f); - } - */ - } -} diff --git a/Assets/Scripts/CameraMovement.cs.meta b/Assets/Scripts/CameraMovement.cs.meta deleted file mode 100755 index a8e8f77..0000000 --- a/Assets/Scripts/CameraMovement.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: bb4cb9778ceb34cd9a78060f8717e2e0 \ No newline at end of file diff --git a/Assets/Scripts/CameraMovementFlat.cs b/Assets/Scripts/CameraMovementFlat.cs deleted file mode 100755 index 9d4905b..0000000 --- a/Assets/Scripts/CameraMovementFlat.cs +++ /dev/null @@ -1,38 +0,0 @@ -using UnityEngine; - -public class CameraMovementFlat : MonoBehaviour -{ - [SerializeField] float cameraMovementSpeed; - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - - } - - // Update is called once per frame - void Update() - { - //avancer reculer - if (Input.GetKey(KeyCode.UpArrow)) - { - //Debug.Log("avancer"); - transform.Translate(Vector3.forward * Time.deltaTime * cameraMovementSpeed, Space.World); - } - if (Input.GetKey(KeyCode.DownArrow)) - { - //Debug.Log("reculer"); - transform.Translate(-Vector3.forward * Time.deltaTime * cameraMovementSpeed, Space.World); - } - if (Input.GetKey(KeyCode.LeftArrow)) - { - //Debug.Log("gauche"); - transform.Translate(-Vector3.right * Time.deltaTime * cameraMovementSpeed, Space.World); - } - if (Input.GetKey(KeyCode.RightArrow)) - { - //Debug.Log("droite"); - transform.Translate(Vector3.right * Time.deltaTime * cameraMovementSpeed, Space.World); - } - - } -} diff --git a/Assets/Scripts/CameraMovementFlat.cs.meta b/Assets/Scripts/CameraMovementFlat.cs.meta deleted file mode 100755 index fa0ef21..0000000 --- a/Assets/Scripts/CameraMovementFlat.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 925cd4cabe50f39309d22502c750e5a7 diff --git a/Assets/Scripts/Duck.cs b/Assets/Scripts/Duck.cs deleted file mode 100755 index df741f9..0000000 --- a/Assets/Scripts/Duck.cs +++ /dev/null @@ -1,47 +0,0 @@ -using UnityEngine; - -public class Duck : MonoBehaviour -{ - - [SerializeField] protected float baseMovementSpeed; - [SerializeField] protected int baseHP; - [SerializeField] protected int baseArmor; - - - [SerializeField] protected float baseAttackSpeed; - [SerializeField] protected int manaToSpecialAttack; - [SerializeField] protected Weapon weapon; - - protected float currentMovementSpeed; - protected int currentHP; - protected int currentArmor; - protected float currentAttackSpeed; - - - //TODO WEAPON - //TODO Special Ability - - public virtual void activateSpecialAbility(){ - - } - - public virtual void takeDamage(int damage){ - currentHP -= (damage > currentArmor) ? (damage - currentArmor) : 0; - } - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - currentMovementSpeed = baseMovementSpeed; - currentHP = baseHP; - currentArmor = baseArmor; - currentAttackSpeed = baseAttackSpeed; - - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/Scripts/Duck.cs.meta b/Assets/Scripts/Duck.cs.meta deleted file mode 100755 index 1ab7151..0000000 --- a/Assets/Scripts/Duck.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: faa3fb39c1a2816728c5f5ab89a77e88 \ No newline at end of file diff --git a/Assets/Scripts/DuckScript.meta b/Assets/Scripts/DuckScript.meta deleted file mode 100644 index ff2d1f3..0000000 --- a/Assets/Scripts/DuckScript.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 729b67aec8bf08c9cb3b3ca6fff99f98 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/ManagerScipts.meta b/Assets/Scripts/ManagerScipts.meta deleted file mode 100644 index 2a26523..0000000 --- a/Assets/Scripts/ManagerScipts.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 660b916d2bd6edd46ad63fa30ab00bf7 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/NavMeshJunk.cs b/Assets/Scripts/NavMeshJunk.cs deleted file mode 100755 index eb08555..0000000 --- a/Assets/Scripts/NavMeshJunk.cs +++ /dev/null @@ -1,23 +0,0 @@ -using UnityEngine; -using UnityEngine.AI; - -public class NavMeshJunk : MonoBehaviour -{ - private NavMeshAgent agent; - [SerializeField] Vector3 destination; - [SerializeField] GameObject Arriv; - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - agent = GetComponent(); - destination = agent.destination; - } - - // Update is called once per frame - void Update() - { - destination=Arriv.transform.position; - agent.destination = destination; - - } -} diff --git a/Assets/Scripts/NavMeshJunk.cs.meta b/Assets/Scripts/NavMeshJunk.cs.meta deleted file mode 100755 index 5e39711..0000000 --- a/Assets/Scripts/NavMeshJunk.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: adb0192ce72ebe549a6c031fa82c92a7 \ No newline at end of file diff --git a/Assets/Scripts/PV METER.cs b/Assets/Scripts/PV METER.cs deleted file mode 100755 index e8017d6..0000000 --- a/Assets/Scripts/PV METER.cs +++ /dev/null @@ -1,37 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; - -public class PVMETER : MonoBehaviour -{ - [SerializeField] Image PVMeter; - private float PVm; - private float PVMax; - public Gradient colorGradient; - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - - } - - // Update is called once per frame - void Update() - { - Debug.Log("JE SUIS LA"); - var gradient = new Gradient(); - - var colors = new GradientColorKey[2]; - colors[0] = new GradientColorKey(Color.red, 0.0f); - colors[1] = new GradientColorKey(Color.green, 1.0f); - - var alphas = new GradientAlphaKey[2]; - alphas[0] = new GradientAlphaKey(1.0f, 0.0f); - alphas[1] = new GradientAlphaKey(1.0f, 0.0f); - - gradient.SetKeys(colors, alphas); - - PVm = GetComponent().getHealth() / GetComponent().getBaseHealth(); - Debug.Log(PVm); - PVMeter.fillAmount = PVm; - PVMeter.color = colorGradient.Evaluate(PVm); - } -} diff --git a/Assets/Scripts/PV METER.cs.meta b/Assets/Scripts/PV METER.cs.meta deleted file mode 100755 index 568d834..0000000 --- a/Assets/Scripts/PV METER.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: cb0f365017cf19b4899eac2e66eecafb \ No newline at end of file diff --git a/Assets/Scripts/PlayerJunkMVT.cs b/Assets/Scripts/PlayerJunkMVT.cs deleted file mode 100755 index 4b8e3eb..0000000 --- a/Assets/Scripts/PlayerJunkMVT.cs +++ /dev/null @@ -1,53 +0,0 @@ -using UnityEngine; - -public class PlayerJunkMVT : MonoBehaviour -{ - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - var gradient = new Gradient(); - - // Blend color from red at 0% to blue at 100% - var colors = new GradientColorKey[2]; - colors[0] = new GradientColorKey(Color.red, 0.0f); - colors[1] = new GradientColorKey(Color.green, 1.0f); - - // Blend alpha from opaque at 0% to transparent at 100% - var alphas = new GradientAlphaKey[2]; - alphas[0] = new GradientAlphaKey(1.0f, 0.0f); - alphas[1] = new GradientAlphaKey(1.0f, 0.0f); - - gradient.SetKeys(colors, alphas); - - // What's the color at the relative time 0.25 (25%) ? - Debug.Log(gradient.Evaluate(0.25f)); - - } - - // Update is called once per frame - void Update() - { - float SPEED = 10.0f; - float ROT = 100.0f; - if (Input.GetKey(KeyCode.UpArrow)) - { - Debug.Log("avancer"); - transform.Translate(Vector3.forward * Time.deltaTime * SPEED); - } - if (Input.GetKey(KeyCode.DownArrow)) - { - Debug.Log("reculer"); - transform.Translate(-Vector3.forward * Time.deltaTime * SPEED); - } - if (Input.GetKey(KeyCode.LeftArrow)) - { - Debug.Log("tourner la tête à gauche"); - transform.Rotate(0.0f, -ROT * Time.deltaTime, 0.0f, Space.Self); - } - if (Input.GetKey(KeyCode.RightArrow)) - { - Debug.Log("tourner la tête à droite"); - transform.Rotate(0.0f, ROT * Time.deltaTime, 0.0f, Space.Self); - } - } -} diff --git a/Assets/Scripts/PlayerJunkMVT.cs.meta b/Assets/Scripts/PlayerJunkMVT.cs.meta deleted file mode 100755 index ef0eeea..0000000 --- a/Assets/Scripts/PlayerJunkMVT.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: a79444adcfdbaa841878f04f33784edb \ No newline at end of file diff --git a/Assets/Scripts/UI Scripts.meta b/Assets/Scripts/UI Scripts.meta deleted file mode 100644 index 13e22ae..0000000 --- a/Assets/Scripts/UI Scripts.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0be1134697c5c3ad582850b7ecb67148 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Weapon.cs b/Assets/Scripts/Weapon.cs deleted file mode 100755 index a2cbd11..0000000 --- a/Assets/Scripts/Weapon.cs +++ /dev/null @@ -1,6 +0,0 @@ -//using UnityEngine; - -public interface Weapon -{ - void dealDamage(); -} diff --git a/Assets/Scripts/Weapon.cs.meta b/Assets/Scripts/Weapon.cs.meta deleted file mode 100755 index da16fef..0000000 --- a/Assets/Scripts/Weapon.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 7cedfc101377768d7ad55c639ea2f239 \ No newline at end of file diff --git a/Assets/SniperDuck.cs b/Assets/SniperDuck.cs deleted file mode 100755 index 0ea6acf..0000000 --- a/Assets/SniperDuck.cs +++ /dev/null @@ -1,82 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class SniperDuck : MonoBehaviour -{ - [SerializeField] private GameObject Bout; - [SerializeField] private GameObject Balle; - private float Cooldown; - [SerializeField] private float ForceTir; - private Rigidbody rib; - private bool Shoot = true; - Vector3 STAY; - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - GetComponent().changeCACouDistance(false); - AttackCAC.ATTACK += Attack; - STAY=transform.position; - } - - // Update is called once per frame - - void Attack() - { - if(Shoot) - { - Debug.Log("Attaque"); - StartCoroutine(Tir()); - } - } - void Update() - { - transform.position = STAY; - rib = GetComponent(); - //rib.linearVelocity = Vector3.zero; -/* - if (Input.GetKeyDown(KeyCode.R)) - { - - if (Shoot) - { - Debug.Log("Attaque"); - StartCoroutine(Tir()); - } - - } - if (Input.GetKeyDown(KeyCode.P)) - { - Debug.Log("Special"); - StartCoroutine(Special()); - } -*/ - } - //Tir. La variable Shoot est le garde-fou pour �viter de tirer sans prendre en compte le cooldown - IEnumerator Tir() - { - Shoot = false; - GameObject BULLET = Instantiate(Balle, Bout.transform.position, Bout.transform.rotation); - BULLET.GetComponent().parent = this.gameObject; - BULLET.GetComponent().damage = GetComponent().GetDamage(); - Rigidbody rb = BULLET.GetComponent(); - rb.AddForce(transform.forward * ForceTir, ForceMode.Impulse); - yield return null; - Shoot = true; - } - //Le cooldown est utilisé ici pour son spécial lui permettant de mitrailler. On peut créer une fonction public dans BaseDuckScript getCooldown - //Et changeCooldown permettant de manipuler le cooldown du duck. 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[SerializeField] private float ForceTir; - private bool Shoot = true; - private Rigidbody rib; - - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - GetComponent().changeCACouDistance(false); - AttackCAC.ATTACK += Attack; - } - - // Update is called once per frame - void Update() - { - - } - - void Attack() - { - if (Shoot) - { - Debug.Log("Attaque"); - StartCoroutine(Tir()); - } - } - - IEnumerator Tir() - { - Shoot = false; - GameObject BULLET = Instantiate(Balle, Bout.transform.position, Bout.transform.rotation); - Rigidbody rb = BULLET.GetComponent(); - rb.AddForce(transform.forward * ForceTir, ForceMode.Impulse); - yield return null; - Shoot = true; - } - //On tue le signal pour eviter tout problemes (conseil de Game Jam) - void OnDestroy() - { - AttackCAC.ATTACK -= Attack; - } -} - - diff --git a/Assets/TankDuck.cs.meta b/Assets/TankDuck.cs.meta deleted file mode 100755 index 844180b..0000000 --- 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--git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_Bitmap-Mobile.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_Bitmap.shader rename to Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_Bitmap.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF Overlay.shader rename to Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF Overlay.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF SSD.shader rename to Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF SSD.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph rename to Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP LIT.shadergraph.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph rename to Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF-HDRP UNLIT.shadergraph.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Masking.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile Overlay.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile SSD.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile-2-Pass.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Mobile.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Surface-Mobile.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Surface.shader rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF-Surface.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph b/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph rename to Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF-URP Lit.shadergraph.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph b/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph rename to Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF-URP Unlit.shadergraph.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF.shader rename to Assets/TextMesh Pro/Shaders/TMP_SDF.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_SDF.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_SDF.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_Sprite.shader rename to Assets/TextMesh Pro/Shaders/TMP_Sprite.shader diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMP_Sprite.shader.meta rename to Assets/TextMesh Pro/Shaders/TMP_Sprite.shader.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Shaders/TMPro.cginc similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMPro.cginc rename to Assets/TextMesh Pro/Shaders/TMPro.cginc diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro.cginc.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMPro.cginc.meta rename to Assets/TextMesh Pro/Shaders/TMPro.cginc.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Mobile.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Mobile.cginc rename to Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta rename to Assets/TextMesh Pro/Shaders/TMPro_Mobile.cginc.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Properties.cginc rename to Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta rename to Assets/TextMesh Pro/Shaders/TMPro_Properties.cginc.meta diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Surface.cginc b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Surface.cginc rename to Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc diff --git a/Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta b/Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta rename to Assets/TextMesh Pro/Shaders/TMPro_Surface.cginc.meta diff --git a/Assets/otherTeam/TextMesh Pro/Sprites.meta b/Assets/TextMesh Pro/Sprites.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Sprites.meta rename to Assets/TextMesh Pro/Sprites.meta diff --git a/Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne Attribution.txt b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne Attribution.txt rename to Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt diff --git a/Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta b/Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta rename to Assets/TextMesh Pro/Sprites/EmojiOne Attribution.txt.meta diff --git a/Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne.json b/Assets/TextMesh Pro/Sprites/EmojiOne.json similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne.json rename to Assets/TextMesh Pro/Sprites/EmojiOne.json diff --git a/Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne.json.meta b/Assets/TextMesh Pro/Sprites/EmojiOne.json.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne.json.meta rename to Assets/TextMesh Pro/Sprites/EmojiOne.json.meta diff --git a/Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne.png b/Assets/TextMesh Pro/Sprites/EmojiOne.png similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne.png rename to Assets/TextMesh Pro/Sprites/EmojiOne.png diff --git a/Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne.png.meta b/Assets/TextMesh Pro/Sprites/EmojiOne.png.meta similarity index 100% rename from Assets/otherTeam/TextMesh Pro/Sprites/EmojiOne.png.meta rename to Assets/TextMesh Pro/Sprites/EmojiOne.png.meta diff --git a/Assets/TimeDuck.cs b/Assets/TimeDuck.cs deleted file mode 100755 index 4b58aa2..0000000 --- a/Assets/TimeDuck.cs +++ /dev/null @@ -1,98 +0,0 @@ -using System.Collections; -using UnityEngine; - -public class TimeDuck: MonoBehaviour -{ - - private Rigidbody rib; - float Speed; - private float cooldown = 5.0f; - [SerializeField] float explosionRadius; - [SerializeField] float RangeExplosion; - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - Speed = GetComponent().getSpeed(); - GetComponent().changeCACouDistance(true); - AttackCAC.ATTACK += Attack; - } - - void Attack() - { - Debug.Log("Attaque TIME"); - StartCoroutine(Explode()); - } - - // Update is called once per frame - void Update() - { - //Prend sa cible et regarde sa distance pour voir quelle arme prendre contre lui - GameObject Target = GetComponent().GetTarget(); - if (Target != null) - { - Vector3 RangeWeapon = Target.transform.position - transform.position; - if (RangeWeapon.magnitude < RangeExplosion) - { - Attack(); - } - } -/* - //à supprimer - if (Input.GetKey(KeyCode.B)) - { - StartCoroutine(Boost()); - } - - if (Input.GetKeyDown(KeyCode.P)) - { - Debug.Log("Explosion"); - StartCoroutine(Explode()); - } -*/ - } - //Le speed est utilisé ici pour son spécial lui permettant de boost. On peut créer une fonction public dans BaseDuckScript getSpeed - //Et changeSpeed permettant de manipuler la Speed du duck. Vestige de l'ancien code qui ne mérite pas d'être supprimé actuellement - //C'est un cut content, donc ça passe - IEnumerator Boost() - { - Speed = 12.0f; - yield return null; - Speed = 5.0f; - - } - - IEnumerator Explode() - { - rib = GetComponent(); - Vector3 explosionPosition = transform.position; - Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius); - foreach (Collider collider in colliders) - { - Rigidbody rb = collider.GetComponent(); - if (LayerMask.LayerToName(collider.gameObject.layer)=="duck") - { - if (rb != null & rb != rib) - { - rb.isKinematic = true; - collider.GetComponent().enabled = false; - rb.linearVelocity = Vector3.zero; - yield return new WaitForSeconds(cooldown); - rb.isKinematic = false; - collider.GetComponent().enabled = true; - } - } - - - - } - Destroy(this.gameObject); - - } - - //On tue le signal pour eviter tout problemes (conseil de Game Jam) - void OnDestroy() - { - AttackCAC.ATTACK -= Attack; - } -} diff --git a/Assets/TimeDuck.cs.meta b/Assets/TimeDuck.cs.meta deleted file mode 100755 index ee2fa7b..0000000 --- a/Assets/TimeDuck.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 983a511a5a7517b478b8909da220e895 \ No newline at end of file diff --git a/Assets/UI Scripts/Coin Manager.cs b/Assets/UI Scripts/Coin Manager.cs deleted file mode 100755 index f39f25b..0000000 --- a/Assets/UI Scripts/Coin Manager.cs +++ /dev/null @@ -1,16 +0,0 @@ -using UnityEngine; - -public class CoinManager : MonoBehaviour -{ - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/UI Scripts/Coin Manager.cs.meta b/Assets/UI Scripts/Coin Manager.cs.meta deleted file mode 100755 index a710f31..0000000 --- a/Assets/UI Scripts/Coin Manager.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: eb6be98e8ad485528a6f0241b6e6df90 \ No newline at end of file diff --git a/Assets/UI Scripts/EnemiesAliveManager.cs b/Assets/UI Scripts/EnemiesAliveManager.cs deleted file mode 100755 index 7f8d4da..0000000 --- a/Assets/UI Scripts/EnemiesAliveManager.cs +++ /dev/null @@ -1,38 +0,0 @@ -using UnityEngine; -using TMPro; - -public class EnemiesAliveManager : MonoBehaviour -{ - [SerializeField] GameManager gameManager; - [SerializeField] GameObject enemiesAliveCanvas; - [SerializeField] GameObject enemiesAliveDisplay; - private TextMeshProUGUI enemiesAliveMesh; - - private bool switchedCanvasOn = false; - - private bool switchedCanvasOff = false; - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - enemiesAliveMesh = enemiesAliveDisplay.GetComponent(); - enemiesAliveCanvas.SetActive(false); - } - - // Update is called once per frame - void Update() - { - if (!switchedCanvasOn && gameManager.combatPhase) - { - enemiesAliveCanvas.SetActive(true); - switchedCanvasOn = true; - } - - if (switchedCanvasOn && !switchedCanvasOff && !gameManager.combatPhase) - { - enemiesAliveCanvas.SetActive(false); - switchedCanvasOff = true; - } - - enemiesAliveMesh.text = "Ennemies En Vie : " + gameManager.armyManager.getArmy(true).Count.ToString(); - } -} diff --git a/Assets/UI Scripts/EnemiesAliveManager.cs.meta b/Assets/UI Scripts/EnemiesAliveManager.cs.meta deleted file mode 100755 index 195edc1..0000000 --- a/Assets/UI Scripts/EnemiesAliveManager.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: d54fff469da868b898b10d9a2dadc850 diff --git a/Assets/UI Scripts/Resolution Settings.cs b/Assets/UI Scripts/Resolution Settings.cs deleted file mode 100755 index b4b0042..0000000 --- a/Assets/UI Scripts/Resolution Settings.cs +++ /dev/null @@ -1,51 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; -using System.Collections.Generic; -using TMPro; -public class ResolutionSettings : MonoBehaviour -{ - [SerializeField] public TMP_Dropdown resolutionDropdown; - private Resolution[] resolutions = - { - new Resolution {width = 1280, height = 720}, - new Resolution {width = 1920, height = 1080}, - new Resolution {width = 2560, height = 1440}, - new Resolution {width = 3840, height = 2160} - }; - private int selectedIndex = 0; - [SerializeField] private Button applyButton; - - - void Start() - { - resolutionDropdown.ClearOptions(); - List options = new List(); - - for (int i = 0; i < resolutions.Length; i++) - { - string option = resolutions[i].width + " x " + resolutions[i].height; - options.Add(option); - } - - resolutionDropdown.AddOptions(options); - - int savedResolutionIndex = PlayerPrefs.GetInt("ResolutionIndex", 0); - resolutionDropdown.value = savedResolutionIndex; - resolutionDropdown.RefreshShownValue(); - } - - public void SetResolution() - { - Resolution resolution = resolutions[selectedIndex]; - Debug.Log(resolution.width + " x " + resolution.height); - Screen.SetResolution(resolution.width, resolution.height, Screen.fullScreen); - - PlayerPrefs.SetInt("ResolutionIndex", selectedIndex); - PlayerPrefs.Save(); - } - - public void preSaveResolution() - { - selectedIndex = resolutionDropdown.value; - } -} \ No newline at end of file diff --git a/Assets/UI Scripts/Resolution Settings.cs.meta b/Assets/UI Scripts/Resolution Settings.cs.meta deleted file mode 100755 index d0730dc..0000000 --- a/Assets/UI Scripts/Resolution Settings.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 0698fd8378f2603d08fa38f7074a2ff3 \ No newline at end of file diff --git a/Assets/UI Scripts/Timer Manager.cs b/Assets/UI Scripts/Timer Manager.cs deleted file mode 100755 index 84d60a7..0000000 --- a/Assets/UI Scripts/Timer Manager.cs +++ /dev/null @@ -1,56 +0,0 @@ -using UnityEngine; -using TMPro; - -public class TimerManager : MonoBehaviour -{ - [SerializeField] GameManager gameManager; - [SerializeField] GameObject timerCanvas; - [SerializeField] GameObject timer; - private TextMeshProUGUI timerMesh; - - [SerializeField] GameObject winTimer; - private TextMeshProUGUI winTimerMesh; - - [SerializeField] GameObject lostTimer; - private TextMeshProUGUI lostTimerMesh; - - - - private bool switchedCanvasOn = false; - - private bool switchedCanvasOff = false; - private float startTime; - - private float endTime; - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - timerMesh = timer.GetComponent(); - winTimerMesh = winTimer.GetComponent(); - lostTimerMesh = lostTimer.GetComponent(); - timerCanvas.SetActive(false); - } - - // Update is called once per frame - void Update() - { - if (!switchedCanvasOn && gameManager.combatPhase) - { - timerCanvas.SetActive(true); - switchedCanvasOn = true; - startTime = Time.time; - } - - if (switchedCanvasOn && !switchedCanvasOff && !gameManager.combatPhase) - { - timerCanvas.SetActive(false); - switchedCanvasOff = true; - endTime = Time.time-startTime; - winTimerMesh.text = (((int)(endTime / 60)).ToString() + ":" + ((((int)(endTime) % 60) < 10) ? "0" : "") + ((int)(endTime) % 60).ToString()); - lostTimerMesh.text = (((int)(endTime / 60)).ToString() + ":" + ((((int)(endTime) % 60) < 10) ? "0" : "") + ((int)(endTime) % 60).ToString()); - } - - float combatTime = Time.time - startTime; - timerMesh.text = (((int)(combatTime / 60)).ToString() + ":" + ((((int)(combatTime) % 60) < 10) ? "0" : "") + ((int)(combatTime) % 60).ToString()); - } -} diff --git a/Assets/UI Scripts/Timer Manager.cs.meta b/Assets/UI Scripts/Timer Manager.cs.meta deleted file mode 100755 index f2426c1..0000000 --- a/Assets/UI Scripts/Timer Manager.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 307a1f6e5ebe37b4f89085a762648529 \ No newline at end of file diff --git a/Assets/otherTeam.meta b/Assets/otherTeam.meta deleted file mode 100644 index 990e849..0000000 --- a/Assets/otherTeam.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: dcc8ebfd113bddff48b67a953ae586b8 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/Daffy.unitypackage.meta b/Assets/otherTeam/Daffy.unitypackage.meta deleted file mode 100644 index 0300428..0000000 --- a/Assets/otherTeam/Daffy.unitypackage.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 821c27a3c07332839b3ad28df1882c33 -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/DuckScript/AttackCAC.cs b/Assets/otherTeam/DuckScript/AttackCAC.cs deleted file mode 100755 index 48c51d2..0000000 --- a/Assets/otherTeam/DuckScript/AttackCAC.cs +++ /dev/null @@ -1,130 +0,0 @@ -using UnityEngine; -using System.Collections; -using System; - -public class AttackCAC : MonoBehaviour -{ - [SerializeField] private float range; - [SerializeField] private float damage; - [SerializeField] private float cooldown; - private BaseDuckScript baseDuckScript; - private LayerMask duckLayer; // Layer for ducks - private LayerMask wallLayer; - private GameObject targetToAttack; - private bool CACouDistance; //True for CAC, False for Distance - - - - private bool canAttack = true; - - static public event Action ATTACK; - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - CACouDistance = false; - baseDuckScript = gameObject.GetComponent(); - duckLayer = LayerMask.GetMask("Duck"); - wallLayer = LayerMask.GetMask("Wall"); - } - - public bool changeCACouDistance(bool whichOne) - { - CACouDistance=whichOne; - return(CACouDistance); - } - - IEnumerator coolDown() - { - canAttack = false; - yield return new WaitForSeconds(cooldown); - canAttack = true; - } - - // Update is called once per frame - void Update() - { - if (baseDuckScript.getGameManagerScript().combatPhase) - { - if (canAttack) - { - Collider[] hits = Physics.OverlapSphere(transform.position, range, duckLayer); - //GameObject targetToAttack = null; - float distanceToChosenTarget = range; - bool targetFound = false; - foreach (Collider hit in hits) - { - Vector3 directionToTarget = hit.transform.position - transform.position; - float distanceToTarget = directionToTarget.magnitude; - if (baseDuckScript.getAttackMode() == 3) - { - distanceToTarget = Vector3.Distance(baseDuckScript.getArmyManagerScript().getCrownDuck(baseDuckScript.getTeam()).transform.position, hit.transform.position); - } - - if (!Physics.Raycast(transform.position, directionToTarget.normalized, distanceToTarget, - wallLayer)) - { - if (baseDuckScript.getArmyManagerScript().getArmy(!baseDuckScript.getTeam()).Contains(hit.gameObject)) - { - if (baseDuckScript.getAttackMode() == 1) - { - if (baseDuckScript.getArmyManagerScript().getCrownDuck(!baseDuckScript.getTeam()) == - hit.gameObject) - { - targetToAttack = hit.gameObject; - targetFound = true; - } - } - - if (baseDuckScript.getAttackMode() == 2 || baseDuckScript.getAttackMode() == 3) - { - if (distanceToTarget < distanceToChosenTarget) - { - distanceToChosenTarget = distanceToTarget; - targetToAttack = hit.gameObject; - targetFound = true; - } - } - } - } - - } - - if (targetFound && CACouDistance) - { - AttackC(targetToAttack); - } - if(targetFound && !CACouDistance) - { - AttackD(); - } - } - } - } - - private void AttackC(GameObject targetToAttack) - { - StartCoroutine(coolDown()); - targetToAttack.GetComponent().TakeDamage(damage); - Debug.Log("Corps à corps"); - ATTACK.Invoke(); - } - - private void AttackD() - { - Debug.Log("DISTANCE"); - StartCoroutine(coolDown()); - - ATTACK.Invoke(); - } - - public GameObject GetTarget() - { - return (targetToAttack); - } - - public float GetDamage() - { - return (damage); - } - -} diff --git a/Assets/otherTeam/DuckScript/AttackCAC.cs.meta b/Assets/otherTeam/DuckScript/AttackCAC.cs.meta deleted file mode 100755 index 8995062..0000000 --- a/Assets/otherTeam/DuckScript/AttackCAC.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 8e5cb8ce6f5d03c4789dc12c8b7dac85 \ No newline at end of file diff --git a/Assets/otherTeam/DuckScript/BaseDuckScript.cs b/Assets/otherTeam/DuckScript/BaseDuckScript.cs deleted file mode 100755 index f4218e8..0000000 --- a/Assets/otherTeam/DuckScript/BaseDuckScript.cs +++ /dev/null @@ -1,293 +0,0 @@ -using UnityEngine; -using UnityEngine.AI; -using System.Collections.Generic; -using UnityEngine.UI; - -public class BaseDuckScript : MonoBehaviour -{ - // Start is called once before the first execution of Update after the MonoBehaviour is created - private bool isEnemy = true; - [SerializeField] public bool hasCrown = false; - [SerializeField] GameObject armyManagerEntity; - [SerializeField] GameObject gameManagerEntity; - private ArmyManager armyManagerScript; - private GameManager gameManagerScript; - [SerializeField] GameObject crownPrefab; - [SerializeField] private int attackMode = 0; //0 do Nothing, 1 offense, 2 Neutre, 3 Défense - NavMeshAgent agent; - private Rigidbody duckRB; - Vector3 destination; - private float health; - [SerializeField] private float baseHealth; - [SerializeField] private float armor; - [SerializeField] public GameObject healthBarPrefab; - [SerializeField] private GameObject healthCanvas; - private RectTransform healthCanvasRect; - private GameObject healthBar = null; - //private RectTransform healthBarRect = null; - private float DuckHeight; - private GameObject healthBarInside; - private Image healthBarGradient; - private float raycastDistance = 1.0f; //for getting ground material - private LayerMask allGroundLayers; - [SerializeField] private float baseSpeed; - private GameObject crown; - [SerializeField] public int cost = 5; - [SerializeField] public List troopStats; - - void Start() - { - health = baseHealth; - armyManagerScript = armyManagerEntity.GetComponent(); - gameManagerScript = gameManagerEntity.GetComponent(); - armyManagerScript.addTroopToArmy(isEnemy, gameObject); - agent = GetComponent(); - duckRB = gameObject.GetComponent(); - healthCanvasRect = healthCanvas.GetComponent(); - - if (hasCrown){ - becomeCrownDuck(); - } - - DuckHeight = transform.Find("TigeUI").GetComponent().bounds.size.y; - allGroundLayers = LayerMask.GetMask("Dirt") | LayerMask.GetMask("Sand"); - } - - // Update is called once per frame - void Update() - { - //Pour que le Duck regarde sa cible constamment !! - if (GetComponent().GetTarget() != null) - { - transform.LookAt(GetComponent().GetTarget().transform); - } - - - if (gameManagerScript.combatPhase) - { - updateMovement(); - } - else - { - duckRB.isKinematic = true; - } - - if (health != baseHealth) - { - displayHealthBar(); - } - - Vector3 rayOrigin = transform.position; - Ray ray = new Ray(rayOrigin, Vector3.down); - RaycastHit hit; - - if (Physics.Raycast(ray, out hit, raycastDistance, allGroundLayers)) - { - if (LayerMask.LayerToName(hit.collider.gameObject.layer) == "Dirt") - { - agent.speed = baseSpeed; - } else if (LayerMask.LayerToName(hit.collider.gameObject.layer) == "Sand") - { - agent.speed = baseSpeed/2; - } - } - } - - public void displayHealthBar() - { - if (healthBar == null) - { - healthBar = Instantiate(healthBarPrefab, healthCanvas.transform); - healthBar.transform.localScale = new Vector2(0.25f, 0.25f); - healthBarInside = healthBar.transform.GetChild(1).gameObject; - healthBarGradient = healthBarInside.GetComponent(); - healthBarGradient.type = Image.Type.Filled; - healthBarGradient.fillMethod = Image.FillMethod.Horizontal; - } - - if (healthBar != null) //safety measure - { - Vector2 screenPoint = Camera.main.WorldToScreenPoint(transform.position); - healthBar.transform.position = screenPoint + new Vector2(0f, DuckHeight*80*Screen.width/3840); - healthBarGradient.fillAmount = health / baseHealth; - healthBarGradient.color = Color.Lerp(Color.red, Color.green, health/baseHealth); - - } - - } - public void updateMovement() - { - duckRB.isKinematic = false; - if (attackMode == 1 && armyManagerScript.getCrownDuck(!isEnemy)) - { - destination = armyManagerScript.getCrownDuck(!isEnemy).transform.position; - agent.destination = destination; - } - - if (attackMode == 2) - { - List opposingArmy = armyManagerScript.getArmy(!isEnemy); - if (opposingArmy.Count > 0){ - GameObject closestOpponent = opposingArmy[0]; - float closestDistance = Vector3.Distance(opposingArmy[0].transform.position, transform.position); - foreach (GameObject opposingDuck in opposingArmy) - { - if (Vector3.Distance(opposingDuck.transform.position, transform.position) < closestDistance) - { - closestOpponent = opposingDuck; - closestDistance = Vector3.Distance(opposingDuck.transform.position, transform.position); - } - } - destination = closestOpponent.transform.position; - agent.destination = destination; - } - } - - if (attackMode == 3) - { - List opposingArmy = armyManagerScript.getArmy(!isEnemy); - if (opposingArmy.Count > 0){ - GameObject closestOpponent = opposingArmy[0]; - float closestDistance = Vector3.Distance(opposingArmy[0].transform.position, armyManagerScript.getCrownDuck(isEnemy).transform.position); - foreach (GameObject opposingDuck in opposingArmy) - { - if (Vector3.Distance(opposingDuck.transform.position, armyManagerScript.getCrownDuck(isEnemy).transform.position) < closestDistance) - { - closestOpponent = opposingDuck; - closestDistance = Vector3.Distance(opposingDuck.transform.position, armyManagerScript.getCrownDuck(isEnemy).transform.position); - } - } - destination = closestOpponent.transform.position; - agent.destination = destination; - } - } - } - - public void setTeam(bool isOnEnemyTeam){ - isEnemy = isOnEnemyTeam; - } - - public void giveCrown(){ - hasCrown = true; - } - - public void setArmyManager(GameObject armyManagerEntity) - { - this.armyManagerEntity = armyManagerEntity; - } - - public ArmyManager getArmyManagerScript() - { - return armyManagerScript; - } - public void setGameManager(GameObject gameManagerEntity) - { - this.gameManagerEntity = gameManagerEntity; - } - - public void becomeCrownDuck() - { - hasCrown = true; - armyManagerScript.setCrownDuck(isEnemy, gameObject); - crown = Instantiate(crownPrefab, this.transform); - } - - public void loseMyCrown() - { - hasCrown = false; - armyManagerScript.removeCrownDuck(isEnemy); - Destroy(crown); - } - - public void despawn() - { - if (hasCrown) - { - armyManagerScript.removeCrownDuck(isEnemy); - } - armyManagerScript.removeTroopFromArmy(isEnemy, gameObject); - gameManagerScript.refundCoins(cost); - Destroy(gameObject); - } - - void OnMouseOver() - { - // Check if the right mouse button is clicked - /* - if (Input.GetMouseButtonDown(1)) // 1 is for the right mouse button - { - if (!armyManagerScript.getCrownDuck(isEnemy) && !isEnemy) - { - becomeCrownDuck(); - } - else if (armyManagerScript.getCrownDuck(isEnemy) == gameObject && !isEnemy) - { - loseMyCrown(); - } - } - */ - } - - public void TakeDamage(float damage) - { - float damageReallyTaken = Mathf.Max(0, damage - armor); - health -= damageReallyTaken; - if (health <= 0) - { - Debug.Log("dead"); - die(); - } - } - - public void Heal(float value) - { - health += value; - health = (health > baseHealth) ? baseHealth : health; - } - - public float getHealth() - { - return health; - } - - public float getBaseHealth() - { - return baseHealth; - } - private void die() - { - Destroy(healthBar); - armyManagerScript.kill(isEnemy, gameObject, hasCrown); - Destroy(gameObject); - } - - public int getAttackMode() - { - return (attackMode); - } - - public void setAttackMode(int mode) - { - attackMode = mode; - } - - public bool getTeam() - { - return (isEnemy); - } - - public float getSpeed() - { - return (baseSpeed); - } - - public void setHealthCanvas(GameObject healthCanvas) - { - this.healthCanvas = healthCanvas; - } - - public GameManager getGameManagerScript() - { - return(gameManagerScript); - } -} diff --git a/Assets/otherTeam/DuckScript/BaseDuckScript.cs.meta b/Assets/otherTeam/DuckScript/BaseDuckScript.cs.meta deleted file mode 100755 index 2f33e6b..0000000 --- a/Assets/otherTeam/DuckScript/BaseDuckScript.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 5b4f49154a488eadb80c1e6212811ead \ No newline at end of file diff --git a/Assets/otherTeam/DuckScript/CharDuck.cs b/Assets/otherTeam/DuckScript/CharDuck.cs deleted file mode 100755 index 84d3297..0000000 --- a/Assets/otherTeam/DuckScript/CharDuck.cs +++ /dev/null @@ -1,89 +0,0 @@ -using System.Collections; -using UnityEngine; - -public class CharDuck : MonoBehaviour -{ - private Rigidbody rib; - [SerializeField] GameObject Lazer; - [SerializeField] GameObject LazerBoom; - [SerializeField] GameObject Gauche; - [SerializeField] GameObject Droit; - [SerializeField] GameObject Tete; - [SerializeField] float ForceTir; - private bool Shoot=true; - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - GetComponent().changeCACouDistance(false); - AttackCAC.ATTACK += Attack; - } - - void Attack() - { - if (Shoot) - { - Debug.Log("Attaque"); - StartCoroutine(Lasers()); - } - } - - // Update is called once per frame - void Update() - { -/* - //à supprimer - - - if (Input.GetKeyDown(KeyCode.B)) - { - if (Shoot) - { - Debug.Log("Attack !!"); - StartCoroutine(Lasers()); - } - } - - if (Input.GetKeyDown(KeyCode.P)) - { - Debug.Log("Explosion"); - StartCoroutine(Special()); - - } -*/ - } - //Tire des Lasers des yeux du pion vers la cible (Target). Donc rbg=RigidBodyGauche par exemple. - IEnumerator Lasers() - { - Shoot = false; - GameObject Target = GetComponent().GetTarget(); - Vector3 Destination = Vector3.Normalize(Target.transform.position-transform.position); - GameObject LazGauche = Instantiate(Lazer, Gauche.transform.position, Gauche.transform.rotation); - Rigidbody rbg = LazGauche.GetComponent(); - rbg.AddForce(Destination * ForceTir, ForceMode.Impulse); - GameObject LazDroite = Instantiate(Lazer, Droit.transform.position, Droit.transform.rotation); - Rigidbody rbd = LazDroite.GetComponent(); - rbd.AddForce(Destination * ForceTir, ForceMode.Impulse); - yield return null; - Shoot = true; - } - //Génere une sphère qui se dirige vers sa cible (Target) pour faire une explosion - IEnumerator Special() - { - Shoot = false; - GameObject Target = GetComponent().GetTarget(); - Vector3 Destination = Vector3.Normalize(Target.transform.position - transform.position); - //Vector3 Salse = new Vector3(0, -1, 0); - GameObject Laz = Instantiate(LazerBoom, Tete.transform.position, Tete.transform.rotation); - Rigidbody rb = Laz.GetComponent(); - rb.AddForce(Destination * ForceTir, ForceMode.Impulse); - //rb.AddForce(Salse * ForceTir, ForceMode.Impulse); - yield return null; - Shoot = true; - } - //On tue le signal pour éviter tout problèmes (conseil de Game Jam) - void OnDestroy() - { - AttackCAC.ATTACK -= Attack; - } -} diff --git a/Assets/otherTeam/DuckScript/CharDuck.cs.meta b/Assets/otherTeam/DuckScript/CharDuck.cs.meta deleted file mode 100755 index aec61f1..0000000 --- a/Assets/otherTeam/DuckScript/CharDuck.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 7c6232b4da47c4448b112c51f245a9f7 \ No newline at end of file diff --git a/Assets/otherTeam/DuckScript/Daffy.cs b/Assets/otherTeam/DuckScript/Daffy.cs deleted file mode 100755 index 0b1671a..0000000 --- a/Assets/otherTeam/DuckScript/Daffy.cs +++ /dev/null @@ -1,88 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class Daffy : MonoBehaviour -{ - [SerializeField] private GameObject Sword; - private Rigidbody rib; - private float RotSpeed = 300.0f; - [SerializeField] float explosionRadius; - [SerializeField] float explosionForce; - private float upwardModifier = 0.0f; - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - GetComponent().changeCACouDistance(true); - AttackCAC.ATTACK += Attack; - } - - void Attack() - { - Debug.Log("Attaque"); - StartCoroutine(Rotate360()); - } - - // Update is called once per frame - void Update() - { -/* - if (Input.GetKeyDown(KeyCode.R)) - { - Debug.Log("Attaque"); - StartCoroutine(Rotate360()); - } - - if (Input.GetKeyDown(KeyCode.P)) - { - Debug.Log("DAFFY SMASH"); - StartCoroutine(Rotate360()); - Explode(); - - } -*/ - } - - IEnumerator Rotate360() - { - - bool IsFinish = true; - //Clairement pas ouf, mais je sais faire autrement. Tourne jusqu'à ce que les conditions match - //Ie que les 2 bool soit faux, l'un s'active quand il est proche de 0 degré, l'autre s'active après une demie rotation; - while (IsFinish || Mathf.Abs(Sword.transform.localRotation.x)>0.05f) - { - //Debug.Log(Mathf.Abs(Sword.transform.localRotation.x)); - Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f); - if (Mathf.Abs(Sword.transform.localRotation.x)>0.1f) - { - IsFinish = false; - } - yield return null; - } - Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f); - } - //Prend tout les rigidbody sauf le sien et leurs applique une force pour les expulser - void Explode() - { - rib = GetComponent(); - Vector3 explosionPosition = transform.position; - Collider[] colliders = Physics.OverlapSphere(explosionPosition, explosionRadius); - - foreach (Collider collider in colliders) - { - Rigidbody rb = collider.GetComponent(); - if (rb != null & rb != rib) - { - rb.AddExplosionForce(explosionForce, explosionPosition, explosionRadius, upwardModifier, ForceMode.Impulse); - } - } - } - //On tue le signal pour eviter tout problemes (conseil de Game Jam) - void OnDestroy() - { - AttackCAC.ATTACK -= Attack; - } -} - - - diff --git a/Assets/otherTeam/DuckScript/Daffy.cs.meta b/Assets/otherTeam/DuckScript/Daffy.cs.meta deleted file mode 100755 index e8844cb..0000000 --- a/Assets/otherTeam/DuckScript/Daffy.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 20a6bc784cd0f59468144811378ea18d \ No newline at end of file diff --git a/Assets/otherTeam/DuckScript/DarkWing.cs b/Assets/otherTeam/DuckScript/DarkWing.cs deleted file mode 100755 index 375893b..0000000 --- a/Assets/otherTeam/DuckScript/DarkWing.cs +++ /dev/null @@ -1,153 +0,0 @@ -using UnityEngine; -using System.Collections; - -public class DarkWing : MonoBehaviour -{ - [SerializeField] private GameObject Bout; - [SerializeField] private GameObject Balle; - [SerializeField] private GameObject Sword; - [SerializeField] private GameObject Gun; - [SerializeField] private float ForceTir; - [SerializeField] private float Range; - private Rigidbody rib; - private bool Shoot = true; - float RotSpeed = 300.0f; - private bool BladeGun; //True = Blade, False = Gun - private GameObject Target; - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - GetComponent().changeCACouDistance(false); - AttackCAC.ATTACK += Attack; - BladeGun = true; - } - - // Update is called once per frame - - void Attack() - { - Debug.Log("Attaque"); - if (!BladeGun) - { - if(Shoot) - { - StartCoroutine(Tir()); - } - } - else - { - StartCoroutine(Rotate360()); - } - - - } - void Update() - { - //Choose which weapon to use against enemy - Target=GetComponent().GetTarget(); - if (Target != null) - { - Vector3 RangeWeapon = Target.transform.position - transform.position; - if (RangeWeapon.magnitude > Range) - { - BladeGun = false; - } - else - { - BladeGun = true; - } - } - - if (!BladeGun) //Gun - { - Sword.SetActive(false); - Gun.SetActive(true); - GetComponent().changeCACouDistance(false); - - if (Input.GetKeyDown(KeyCode.R)) - { - - if (Shoot) - { - Debug.Log("Attaque Shoot"); - StartCoroutine(Tir()); - } - - } - } - else //Sword - { - Sword.SetActive(true); - Gun.SetActive(false); - GetComponent().changeCACouDistance(true); - - if (Input.GetKeyDown(KeyCode.R)) - { - - if (Shoot) - { - Debug.Log("Attaque Sword"); - StartCoroutine(Rotate360()); - } - - } - } - -/* - if (Input.GetKeyDown(KeyCode.M)) - { - Debug.Log("DeRender"); - //SetRenderState(Sword,false); - Sword.SetActive(false); - } - - if (Input.GetKeyDown(KeyCode.P)) - { - Debug.Log("Special"); - StartCoroutine(Special()); - } -*/ - } - //Tir. La variable Shoot est le garde-fou pour �viter de tirer sans prendre en compte le cooldown - IEnumerator Tir() - { - Shoot = false; - GameObject BULLET = Instantiate(Balle, Bout.transform.position, Bout.transform.rotation); - Rigidbody rb = BULLET.GetComponent(); - rb.AddForce(transform.forward * ForceTir, ForceMode.Impulse); - yield return null; - Shoot = true; - } - //Heal - IEnumerator Special() - { - - yield return null; - - } - - IEnumerator Rotate360() - { - - bool IsFinish = true; - //Clairement pas ouf, mais je sais faire autrement. Tourne jusqu'a ce que les conditions match - //Ie que les 2 bool soit faux, l'un s'active quand il est proche de 0 degre, l'autre s'active apres une demie rotation; - while (IsFinish || Mathf.Abs(Sword.transform.localRotation.x) > 0.05f) - { - //Debug.Log(Mathf.Abs(Sword.transform.localRotation.x)); - Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f); - if (Mathf.Abs(Sword.transform.localRotation.x) > 0.1f) - { - IsFinish = false; - } - yield return null; - } - Sword.transform.Rotate(RotSpeed * Time.deltaTime, 0.0f, 0.0f); - } - //On tue le signal pour eviter tout problemes (conseil de Game Jam) - void OnDestroy() - { - AttackCAC.ATTACK -= Attack; - } -} diff --git a/Assets/otherTeam/DuckScript/DarkWing.cs.meta b/Assets/otherTeam/DuckScript/DarkWing.cs.meta deleted file mode 100755 index 792cde8..0000000 --- a/Assets/otherTeam/DuckScript/DarkWing.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: db4527bc43fec90429d79ff64941d4f0 \ No newline at end of file diff --git a/Assets/otherTeam/ManagerScipts/ArmyManager.cs b/Assets/otherTeam/ManagerScipts/ArmyManager.cs deleted file mode 100755 index 4ddab5c..0000000 --- a/Assets/otherTeam/ManagerScipts/ArmyManager.cs +++ /dev/null @@ -1,107 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; - - -public class ArmyManager : MonoBehaviour -{ - private List enemyArmy = new List(); - private List playerArmy = new List(); - private GameObject enemyCrownDuck = null; - private GameObject playerCrownDuck = null; - [SerializeField] private GameManager gameManagerScript; - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - - } - - // Update is called once per frame - void Update() - { - //Debug.Log("Enemy Count : " + enemyArmy.Count); - //Debug.Log("Player Count : " + playerArmy.Count); - //Debug.Log(playerCrownDuck); - } - - public List getArmy(bool isEnemy){ - return(isEnemy ? enemyArmy : playerArmy); - } - - public void addTroopToArmy(bool isEnemy, GameObject Duck){ - (isEnemy ? enemyArmy : playerArmy).Add(Duck); - } - - public void removeTroopFromArmy(bool isEnemy, GameObject Duck) - { - (isEnemy ? enemyArmy : playerArmy).Remove(Duck); - } - - public void setCrownDuck(bool isEnemy, GameObject CrownDuck) - { - if (isEnemy) { - enemyCrownDuck = CrownDuck; - } else { - playerCrownDuck = CrownDuck; - } - } - - public void removeCrownDuck(bool isEnemy) - { - if (isEnemy) - { - enemyCrownDuck = null; - } - else - { - playerCrownDuck = null; - } - } - - public GameObject getCrownDuck(bool isEnemy) - { - return(isEnemy ? enemyCrownDuck : playerCrownDuck); - } - - public void kill(bool isEnemy, GameObject Duck, bool hasCrown) - { - removeTroopFromArmy(isEnemy, Duck); - if (hasCrown) - { - gameManagerScript.endOfLevel(isEnemy); - } - removeTroopFromArmy(isEnemy, gameObject); - } - - public void giveCrownDuckTo(bool isEnemy, GameObject duckToCrown) - { - if ((isEnemy ? enemyCrownDuck : playerCrownDuck) != null) - { - (isEnemy ? enemyCrownDuck : playerCrownDuck).GetComponent().loseMyCrown(); - if (isEnemy) - { - enemyCrownDuck = null; - } - else - { - playerCrownDuck = null; - } - } - - //becomeCrownDuck will call army manager later and set it locally - duckToCrown.GetComponent().becomeCrownDuck(); - } - - public void removeCrownDuckFrom(bool isEnemy, GameObject duckToRemoveCrown) - { - (isEnemy ? enemyCrownDuck : playerCrownDuck).GetComponent().loseMyCrown(); - if (isEnemy) - { - enemyCrownDuck = null; - } - else - { - playerCrownDuck = null; - } - } -} diff --git a/Assets/otherTeam/ManagerScipts/ArmyManager.cs.meta b/Assets/otherTeam/ManagerScipts/ArmyManager.cs.meta deleted file mode 100755 index f199ff4..0000000 --- a/Assets/otherTeam/ManagerScipts/ArmyManager.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 8b3571324bf01bd9d9f5bce9b92fb36e \ No newline at end of file diff --git a/Assets/otherTeam/ManagerScipts/GameManager.cs b/Assets/otherTeam/ManagerScipts/GameManager.cs deleted file mode 100755 index 340e27d..0000000 --- a/Assets/otherTeam/ManagerScipts/GameManager.cs +++ /dev/null @@ -1,211 +0,0 @@ -using UnityEngine; -using UnityEngine.UI; -using TMPro; -using UnityEngine.SceneManagement; -using System.Collections.Generic; - -public class GameManager : MonoBehaviour -{ - public bool difficultySelectionPhase = true; - public bool spawningPhase = false; - - public bool combatPhase = false; - public bool endOfGamePhase = false; - - public bool foundWinner = false; - - public bool playerWon; - [SerializeField] public int currentLevel; - [SerializeField] public int difficulty; - [SerializeField] public ArmyManager armyManager; - [SerializeField] public UnlockedLevelsManager unlockedLevelsManager; - [SerializeField] public int baseCoins; - [SerializeField] public int currentCoins; - [SerializeField] private GameObject coinDisplay; - private TextMeshProUGUI coinDisplayMesh; - [SerializeField] public GameObject healthCanvas; - [SerializeField] public GameObject wonCanvas; - [SerializeField] public GameObject lostCanvas; - [SerializeField] private GameObject coinDisplayCanvas; - [SerializeField] private GameObject difficultySelectionCanvas; - [SerializeField] private GameObject troopSelectionCanvas; - [SerializeField] private RawImage highScoreImage; - [SerializeField] private RawImage winHighScoreImage; - [SerializeField] private RawImage loseHighScoreImage; - [SerializeField] private Texture bronzeSprite; - [SerializeField] private Texture silverSprite; - [SerializeField] private Texture goldSprite; - [SerializeField] private Texture notBeatenSprite; - [SerializeField] public List levels; - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - wonCanvas.SetActive(false); - lostCanvas.SetActive(false); - coinDisplayCanvas.SetActive(false); - troopSelectionCanvas.SetActive(false); - coinDisplayMesh = coinDisplay.GetComponent(); - - int highScore = unlockedLevelsManager.getLevelStatus(currentLevel); - switch (highScore) - { - case 0: - highScoreImage.texture = notBeatenSprite; - break; - case 1: - highScoreImage.texture = notBeatenSprite; - break; - case 2: - highScoreImage.texture = bronzeSprite; - break; - case 3: - highScoreImage.texture = silverSprite; - break; - case 4: - highScoreImage.texture = goldSprite; - break; - } - - } - - // Update is called once per frame - void Update() - { - coinDisplayMesh.text = currentCoins.ToString(); - /* - if (Input.GetKeyDown(KeyCode.Return)) - { - if (spawningPhase) - { - startFight(); - } - } - */ - } - - public void startFight() - { - troopSelectionCanvas.SetActive(false); - spawningPhase = false; - combatPhase = true; - if (armyManager.getArmy(true).Count == 0) - { - foundWinner = true; - playerWon = true; - } else if (armyManager.getArmy(false).Count == 0) - { - foundWinner = true; - playerWon = false; - } else { - if (!armyManager.getCrownDuck(true)) - { - armyManager.getArmy(true)[0].GetComponent().becomeCrownDuck(); - } - if (!armyManager.getCrownDuck(false)) - { - armyManager.getArmy(false)[0].GetComponent().becomeCrownDuck(); - } - } - } - - - - public void endOfLevel(bool thePlayerWon) - { - combatPhase = false; - endOfGamePhase = true; - foundWinner = true; - playerWon = thePlayerWon; - coinDisplayCanvas.SetActive(false); - healthCanvas.SetActive(false); - if (playerWon) - { - unlockedLevelsManager.beatCurrentLevel(currentLevel, difficulty); - wonCanvas.SetActive(true); - int highScore = unlockedLevelsManager.getLevelStatus(currentLevel); - switch (highScore) - { - case 0: - winHighScoreImage.texture = notBeatenSprite; - break; - case 1: - winHighScoreImage.texture = notBeatenSprite; - break; - case 2: - winHighScoreImage.texture = bronzeSprite; - break; - case 3: - winHighScoreImage.texture = silverSprite; - break; - case 4: - winHighScoreImage.texture = goldSprite; - break; - } - } - else - { - lostCanvas.SetActive(true); - int highScore = unlockedLevelsManager.getLevelStatus(currentLevel); - switch (highScore) - { - case 0: - loseHighScoreImage.texture = notBeatenSprite; - break; - case 1: - loseHighScoreImage.texture = notBeatenSprite; - break; - case 2: - loseHighScoreImage.texture = bronzeSprite; - break; - case 3: - loseHighScoreImage.texture = silverSprite; - break; - case 4: - loseHighScoreImage.texture = goldSprite; - break; - } - } - } - - public bool spendCoins(int amount) - { - if (currentCoins >= amount) - { - currentCoins -= amount; - return true; - } - return false; - } - - public void refundCoins(int amount) - { - currentCoins += amount; - } - - public void SelectDifficulty(int selectedDifficulty) - { - difficultySelectionPhase = false; - spawningPhase = true; - difficulty = selectedDifficulty; - coinDisplayCanvas.SetActive(true); - troopSelectionCanvas.SetActive(true); - difficultySelectionCanvas.SetActive(false); - currentCoins = (int)(baseCoins * (difficulty == 1 ? 1.2f : (difficulty == 3 ? 0.8f : 1f))); - } - - public void backToMainMenu() - { - SceneManager.LoadScene(0); - } - - public void goToNextLevel() - { - SceneManager.LoadScene(levels[currentLevel]); - } - - public void replayLevel() - { - SceneManager.LoadScene(levels[currentLevel-1]); - } -} diff --git a/Assets/otherTeam/ManagerScipts/GameManager.cs.meta b/Assets/otherTeam/ManagerScipts/GameManager.cs.meta deleted file mode 100755 index 1a8c313..0000000 --- a/Assets/otherTeam/ManagerScipts/GameManager.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 6b44c52b4de179af282b4cf5f073b748 \ No newline at end of file diff --git a/Assets/otherTeam/ManagerScipts/GiveCrownManager.cs b/Assets/otherTeam/ManagerScipts/GiveCrownManager.cs deleted file mode 100644 index b9b3e73..0000000 --- a/Assets/otherTeam/ManagerScipts/GiveCrownManager.cs +++ /dev/null @@ -1,16 +0,0 @@ -using UnityEngine; - -public class GiveCrownManager : MonoBehaviour -{ - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/otherTeam/ManagerScipts/GiveCrownManager.cs.meta b/Assets/otherTeam/ManagerScipts/GiveCrownManager.cs.meta deleted file mode 100644 index 7d62693..0000000 --- a/Assets/otherTeam/ManagerScipts/GiveCrownManager.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 3da34dc876a0ba0bb9a8d3f20ab4bc8f \ No newline at end of file diff --git a/Assets/otherTeam/ManagerScipts/MenuManager.cs b/Assets/otherTeam/ManagerScipts/MenuManager.cs deleted file mode 100755 index a8fe1dc..0000000 --- a/Assets/otherTeam/ManagerScipts/MenuManager.cs +++ /dev/null @@ -1,95 +0,0 @@ -using UnityEngine; -using UnityEngine.SceneManagement; -using System.Collections.Generic; - -public class MenuManager : MonoBehaviour -{ - [SerializeField] public GameObject mainPanel; - [SerializeField] public GameObject settingsPanel; - [SerializeField] public GameObject levelsPanel; - [SerializeField] public UnlockedLevelsManager unlockedLevelsManager; - [SerializeField] public List levelButtons; - [SerializeField] public GameObject lockPrefab; - [SerializeField] public GameObject bronzeStarPrefab; - [SerializeField] public GameObject silverStarPrefab; - [SerializeField] public GameObject goldStarPrefab; - [SerializeField] public List levels; - - void Start() - { - mainPanel.SetActive(true); - settingsPanel.SetActive(false); - levelsPanel.SetActive(false); - - for (int i = 0; i < levelButtons.Count; i++) - { - bool didSpawn = false; - GameObject spawnedUI = null; - switch (unlockedLevelsManager.getLevelStatus(i+1)) - { - case 0: - didSpawn = true; - spawnedUI = Instantiate(lockPrefab); - break; - case 2: - didSpawn = true; - spawnedUI = Instantiate(bronzeStarPrefab); - break; - case 3: - didSpawn = true; - spawnedUI = Instantiate(silverStarPrefab); - break; - case 4: - didSpawn = true; - spawnedUI = Instantiate(goldStarPrefab); - break; - } - - if (didSpawn) - { - spawnedUI.transform.SetParent(levelButtons[i].transform, false); - } - - } - - } - - public void StartGame() - { - mainPanel.SetActive(false); - levelsPanel.SetActive(true); - //SceneManager.LoadScene("GameScene"); // Replace "GameScene" with your scene name - } - - public void OpenSettings() - { - mainPanel.SetActive(false); - settingsPanel.SetActive(true); - } - - public void QuitGame() - { - Debug.Log("Quit Game"); // This won't quit the editor but will work in a built application - Application.Quit(); - } - - public void backToMenu() - { - mainPanel.SetActive(true); - settingsPanel.SetActive(false); - levelsPanel.SetActive(false); - Debug.Log("Back To Menu"); // This won't quit the editor but will work in a built application - } - - public void goToLevel(int level) - { - //Debug.Log(unlockedLevelsManager.getLevelStatus(level)); - if (unlockedLevelsManager.getLevelStatus(level) != 0) - { - SceneManager.LoadScene(levels[level - 1]); - Debug.Log("Go To Level " + level); - } - } - - -} \ No newline at end of file diff --git a/Assets/otherTeam/ManagerScipts/MenuManager.cs.meta b/Assets/otherTeam/ManagerScipts/MenuManager.cs.meta deleted file mode 100755 index 17d8527..0000000 --- a/Assets/otherTeam/ManagerScipts/MenuManager.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: e2f8d5c10ecc0fc1984f4b0913b0db37 \ No newline at end of file diff --git a/Assets/otherTeam/ManagerScipts/PastilleManager.cs b/Assets/otherTeam/ManagerScipts/PastilleManager.cs deleted file mode 100755 index 05511db..0000000 --- a/Assets/otherTeam/ManagerScipts/PastilleManager.cs +++ /dev/null @@ -1,93 +0,0 @@ -using UnityEngine; - -public class PastilleManager : MonoBehaviour -{ - [SerializeField] ArmyManager armyManagerScript; - [SerializeField] SpawnDucks spawnManagerScript; - [SerializeField] GameObject enemyPastillePrefab; - [SerializeField] GameObject playerPastillePrefab; - [SerializeField] GameObject selectedPastillePrefab; - [SerializeField] GameManager gameManagerScript; - - private bool removedPastilles = false; - private bool addedInitialPastilles = false; - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - - } - - // Update is called once per frame - void Update() - { - - - if (!addedInitialPastilles && gameManagerScript.spawningPhase) - { - addedInitialPastilles = true; - setEnemyPastilles(); - } - - if (addedInitialPastilles && !removedPastilles && !gameManagerScript.spawningPhase) - { - removedPastilles = true; - removeEnemyPastilles(); - removeTeamPastilles(); - }; - } - - public void setEnemyPastilles() - { - foreach (GameObject enemyDuck in armyManagerScript.getArmy(true)) - { - giveXPastilleToY(enemyPastillePrefab, enemyDuck); - } - } - - public void removeTeamPastilles() - { - foreach (GameObject playerDuck in armyManagerScript.getArmy(false)) - { - removeTroopsPastilles(playerDuck); - } - } - - public void removeEnemyPastilles() - { - foreach (GameObject enemyDuck in armyManagerScript.getArmy(true)) - { - removeTroopsPastilles(enemyDuck); - } - } - - - - public void setSelectedPastille(GameObject troop) - { - removeTroopsPastilles(troop); - giveXPastilleToY(selectedPastillePrefab, troop); - } - - public void setPlayerPastille(GameObject troop) - { - removeTroopsPastilles(troop); - giveXPastilleToY(playerPastillePrefab, troop); - } - - public void removeTroopsPastilles(GameObject troop) - { - Transform PastilleSpawner = troop.transform.Find("pastilleSpawner"); - foreach (Transform child in PastilleSpawner) - { - if (child.CompareTag("Pastille")) - { - Destroy(child.gameObject); - } - } - } - - public void giveXPastilleToY(GameObject pastille, GameObject troop) - { - Instantiate(pastille, troop.transform.Find("pastilleSpawner").transform); - } -} diff --git a/Assets/otherTeam/ManagerScipts/PastilleManager.cs.meta b/Assets/otherTeam/ManagerScipts/PastilleManager.cs.meta deleted file mode 100755 index b64e5d6..0000000 --- a/Assets/otherTeam/ManagerScipts/PastilleManager.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 91334ba5025ad505fb2c78f519e24dec \ No newline at end of file diff --git a/Assets/otherTeam/ManagerScipts/SpawnDucks.cs b/Assets/otherTeam/ManagerScipts/SpawnDucks.cs deleted file mode 100755 index 1ec16ea..0000000 --- a/Assets/otherTeam/ManagerScipts/SpawnDucks.cs +++ /dev/null @@ -1,198 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; -using UnityEngine.UI; -using TMPro; - -public class SpawnDucks : MonoBehaviour -{ - [SerializeField] GameObject armyManagerEntity; - [SerializeField] GameObject gameManagerEntity; - private GameManager gameManagerScript; - private ArmyManager armyManagerScript; - [SerializeField] private List duckPrefabs; - [SerializeField] GameObject theCamera; - [SerializeField] GameObject healthCanvas; - [SerializeField] GameObject troopSelectionCanvas; - //[SerializeField] private List duckImages; - [SerializeField] private List troopIcons; - [SerializeField] private Sprite chosenCadre; - [SerializeField] private Sprite unchosenCadre; - private LayerMask groundLayerMask; - private LayerMask duckLayerMask; - private LayerMask noSpawnLayerMask; - private bool didHitGround; - - private RaycastHit hitGround; - private RaycastHit hitDuck; - private RaycastHit hitNoSpawn; - - private Vector3 directionToMouse; - private int whichTroopToSpawn = 0; - private GameObject currentlySpawningTroop; - private GameObject selectedTroop; - [SerializeField] public GameObject troopEditPanel; - [SerializeField] private Button crownButton; - [SerializeField] private Sprite hasCrownButton; - [SerializeField] private Sprite noCrownButton; - - [SerializeField] private Button offenseModeButton; - [SerializeField] private Button randomModeButton; - [SerializeField] private Button defenseModeButton; - - [SerializeField] private Sprite offenseModeOff; - [SerializeField] private Sprite offenseModeOn; - [SerializeField] private Sprite randomModeOff; - [SerializeField] private Sprite randomModeOn; - [SerializeField] private Sprite defenseModeOff; - [SerializeField] private Sprite defenseModeOn; - private BaseDuckScript selectedTroopScript; - [SerializeField] private PastilleManager pastilleManager; - - [SerializeField] private TextMeshProUGUI priceTagMesh; - [SerializeField] private TextMeshProUGUI healthTagMesh; - [SerializeField] private TextMeshProUGUI movSpeedTagMesh; - [SerializeField] private TextMeshProUGUI armorTagMesh; - [SerializeField] private TextMeshProUGUI damageTagMesh; - [SerializeField] private TextMeshProUGUI attackSpeedTagMesh; - [SerializeField] private TextMeshProUGUI descriptionTagMesh; - - - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - troopEditPanel.SetActive(false); - groundLayerMask = LayerMask.GetMask("Dirt") | LayerMask.GetMask("Sand"); - duckLayerMask = LayerMask.GetMask("Duck"); - noSpawnLayerMask = LayerMask.GetMask("Water") | LayerMask.GetMask("Wall"); - currentlySpawningTroop = duckPrefabs[0]; - ActivateDuckCadre(0); - updateTroopStats(); - gameManagerScript = gameManagerEntity.GetComponent(); - armyManagerScript = armyManagerEntity.GetComponent(); - } - - // Update is called once per frame - void Update() - { - choseIfShowTroopEditPanel(); - if (Input.GetKeyDown(KeyCode.C)) - { - deactivateDuckCadre(whichTroopToSpawn); - whichTroopToSpawn++; - whichTroopToSpawn = whichTroopToSpawn % troopIcons.Count; - ActivateDuckCadre(whichTroopToSpawn); - currentlySpawningTroop = duckPrefabs[whichTroopToSpawn]; - updateTroopStats(); - } - - if (gameManagerScript.spawningPhase && Input.GetMouseButtonDown(0)) - { - Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); - didHitGround = Physics.Raycast(ray, out hitGround, Mathf.Infinity, groundLayerMask); - bool didHitNoSpawn = Physics.Raycast(ray, out hitNoSpawn, Mathf.Infinity, noSpawnLayerMask); - bool didHitDuck = Physics.Raycast(ray, out hitDuck, Mathf.Infinity, duckLayerMask); - if (didHitDuck && (!didHitNoSpawn || hitDuck.distance < hitNoSpawn.distance) && (!didHitGround || hitDuck.distance <= hitGround.distance)) - { - if (!hitDuck.transform.gameObject.GetComponent().getTeam()) - { - setSelectedTroop(hitDuck.transform.gameObject); - } - } else if(didHitGround && (!didHitNoSpawn || hitGround.distance < hitNoSpawn.distance) && (!didHitDuck || hitGround.distance < hitDuck.distance)){ - if (currentlySpawningTroop.GetComponent().cost <= gameManagerScript.currentCoins) - { - GameObject newDuck = Instantiate(currentlySpawningTroop, (hitGround.point + new Vector3(0f, currentlySpawningTroop.transform.Find("TigeUI").GetComponent().bounds.size.y * 0.8f,0f)), Quaternion.identity); - BaseDuckScript duckScript = newDuck.GetComponent(); - duckScript.setTeam(false); - duckScript.setArmyManager(armyManagerEntity); - duckScript.setGameManager(gameManagerEntity); - duckScript.setHealthCanvas(healthCanvas); - gameManagerScript.spendCoins(duckScript.cost); - setSelectedTroop(newDuck); - } - - } - } - } - - public void updateTroopStats() - { - List troopStats = currentlySpawningTroop.GetComponent().troopStats; - priceTagMesh.text = "Prix : " + troopStats[0]; - healthTagMesh.text = "PV : " + troopStats[1]; - movSpeedTagMesh.text = "Vitesse (Déplacement) : " + troopStats[2]; - armorTagMesh.text = "Armure : " + troopStats[3]; - damageTagMesh.text = "Dégats : " + troopStats[4]; - attackSpeedTagMesh.text = "Vitesse (Attaque) : " + troopStats[5]; - descriptionTagMesh.text = "Description : " + troopStats[6]; - } - - public void choseIfShowTroopEditPanel() - { - if (selectedTroop != null) - { - troopEditPanel.SetActive(true); - crownButton.image.sprite = (selectedTroopScript.hasCrown) ? hasCrownButton : noCrownButton; - offenseModeButton.image.sprite = ((selectedTroopScript.getAttackMode() == 1) ? offenseModeOn : offenseModeOff); - randomModeButton.image.sprite = ((selectedTroopScript.getAttackMode() == 2) ? randomModeOn : randomModeOff); - defenseModeButton.image.sprite = ((selectedTroopScript.getAttackMode() == 3) ? defenseModeOn : defenseModeOff); - } - else - { - troopEditPanel.SetActive(false); - } - - } - public void despawnSelectedDuck() - { - selectedTroopScript.despawn(); - selectedTroop = null; - } - - public void ActivateDuckCadre(int duck) - { - troopIcons[duck].gameObject.transform.GetChild(1).GetComponent().sprite = chosenCadre; - } - - public void deactivateDuckCadre(int duck) - { - troopIcons[duck].gameObject.transform.GetChild(1).GetComponent().sprite = unchosenCadre; - } - - public void giveCrownToSelected() - { - armyManagerScript.giveCrownDuckTo(false, selectedTroop); - } - - public void removeCrownFromSelected() - { - armyManagerScript.removeCrownDuckFrom(false, selectedTroop); - } - - public void toggleCrownFromSelected() - { - if (selectedTroopScript.hasCrown) - { - removeCrownFromSelected(); - } - else - { - giveCrownToSelected(); - } - } - - public void setSelectedDuckMode(int mode) - { - selectedTroopScript.setAttackMode(mode); - } - - public void setSelectedTroop(GameObject troop) - { - if (selectedTroop != null) - { - pastilleManager.setPlayerPastille(selectedTroop); - } - selectedTroop = troop; - selectedTroopScript = selectedTroop.GetComponent(); - pastilleManager.setSelectedPastille(troop); - } -} diff --git a/Assets/otherTeam/ManagerScipts/SpawnDucks.cs.meta b/Assets/otherTeam/ManagerScipts/SpawnDucks.cs.meta deleted file mode 100755 index bec91e4..0000000 --- a/Assets/otherTeam/ManagerScipts/SpawnDucks.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 0ed16af9570d167a2b8823760227756a \ No newline at end of file diff --git a/Assets/otherTeam/ManagerScipts/UnlockedLevelsManager.cs b/Assets/otherTeam/ManagerScipts/UnlockedLevelsManager.cs deleted file mode 100755 index 2407c8a..0000000 --- a/Assets/otherTeam/ManagerScipts/UnlockedLevelsManager.cs +++ /dev/null @@ -1,68 +0,0 @@ -using UnityEngine; -using System.Collections.Generic; -public class UnlockedLevelsManager : MonoBehaviour -{ - [SerializeField] private bool mainMenuLevel; - static public List unlockedLevels = null; //0 = locked, 1 = unlocked not beaten, 2 = beaten easy, 3 = beaten medium, 4 = beaten hard - private int howManyLevels = 5; - // Start is called once before the first execution of Update after the MonoBehaviour is created - void Start() - { - if (mainMenuLevel) - { - if (unlockedLevels == null){ - unlockedLevels = new List(); - for (int i = 0; i < howManyLevels; i++) - { - unlockedLevels.Add(0); - } - - unlockedLevels[0] = 4; - unlockedLevels[1] = 3; - unlockedLevels[2] = 2; - unlockedLevels[3] = 1; - } - } - } - - // Update is called once per frame - void Update() - { - - } - - public void beatCurrentLevel(int currentLevel, int difficulty) //difficulty = 1,2,3 - { - if (unlockedLevels != null){ - if (!mainMenuLevel) - { - if (currentLevel != howManyLevels - 1) - { - if (unlockedLevels[currentLevel] == 0) - { - unlockedLevels[currentLevel] = 1; - } - } - - if (unlockedLevels[currentLevel - 1] < difficulty + 1) - { - unlockedLevels[currentLevel - 1] = difficulty + 1; - } - } - } - } - - public int getLevelStatus(int level) - { - if (unlockedLevels != null) - { - return unlockedLevels[level - 1]; - } - return 0; - } - - public List getAllStatuses() - { - return unlockedLevels; - } -} diff --git a/Assets/otherTeam/ManagerScipts/UnlockedLevelsManager.cs.meta b/Assets/otherTeam/ManagerScipts/UnlockedLevelsManager.cs.meta deleted file mode 100755 index 203ed5a..0000000 --- a/Assets/otherTeam/ManagerScipts/UnlockedLevelsManager.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 9f665727602dd2411b714a7aae91bf0d \ No newline at end of file diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras.meta deleted file mode 100644 index 96c86c1..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 134aae25a72faba9483e2c252534ad34 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts.meta deleted file mode 100644 index f61c73c..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 43ca6144eefa2790787bdec4b1dacbdd -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs deleted file mode 100755 index d674384..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs +++ /dev/null @@ -1,128 +0,0 @@ -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.textWrappingMode = TextWrappingModes.NoWrap; - //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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta deleted file mode 100755 index 9910676..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: f970ea55f9f84bf79b05dab180b8c125 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs deleted file mode 100755 index 38f4a27..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs +++ /dev/null @@ -1,135 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta deleted file mode 100755 index 5a26304..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark01_UGUI.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 8ef7be1c625941f7ba8ed7cc71718c0d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs deleted file mode 100755 index 232df7d..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs +++ /dev/null @@ -1,97 +0,0 @@ -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.fontFeatures.Clear(); - - 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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta deleted file mode 100755 index a5d5a10..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark02.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e8538afcddc14efbb5d9e94b7ae50197 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - TheFont: {instanceID: 0} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs deleted file mode 100755 index 7a3e1b9..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs +++ /dev/null @@ -1,92 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta deleted file mode 100755 index 8883bcd..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark03.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a73109742c8d47ac822895a473300c29 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - TheFont: {instanceID: 0} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs deleted file mode 100755 index 5ff28df..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs +++ /dev/null @@ -1,85 +0,0 @@ -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.textWrappingMode = TextWrappingModes.NoWrap; - 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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta deleted file mode 100755 index cc271d7..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/Benchmark04.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: dc20866c0d5e413ab7559440e15333ae -MonoImporter: - serializedVersion: 2 - defaultReferences: - - TheFont: {instanceID: 0} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs deleted file mode 100755 index dad1482..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs +++ /dev/null @@ -1,292 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta deleted file mode 100755 index 75fa178..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/CameraController.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 2d687537154440a3913a9a3c7977978c -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs deleted file mode 100755 index 2915c96..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs +++ /dev/null @@ -1,51 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta deleted file mode 100755 index fd1d420..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ChatController.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 53d91f98a2664f5cb9af11de72ac54ec -timeCreated: 1487197841 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs deleted file mode 100755 index f9ac60b..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs +++ /dev/null @@ -1,19 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs.meta deleted file mode 100755 index 8046101..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/DropdownSample.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ac1eb05af6d391b4eb0f4c070a99f1d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs deleted file mode 100755 index 4117707..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs +++ /dev/null @@ -1,35 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta deleted file mode 100755 index f42808a..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/EnvMapAnimator.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: a4b6f99e8bc54541bbd149b014ff441c -timeCreated: 1449025325 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs deleted file mode 100755 index 0ef528b..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs +++ /dev/null @@ -1,67 +0,0 @@ -using UnityEngine; -using System.Collections; - - -namespace TMPro.Examples -{ - - public class ObjectSpin : MonoBehaviour - { - #pragma warning disable 0414 - public enum MotionType { Rotation, SearchLight, Translation }; - public MotionType Motion; - - public Vector3 TranslationDistance = new Vector3(5, 0, 0); - public float TranslationSpeed = 1.0f; - 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; - - 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() - { - switch (Motion) - { - case MotionType.Rotation: - m_transform.Rotate(0, SpinSpeed * Time.deltaTime, 0); - break; - case MotionType.SearchLight: - 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); - break; - case MotionType.Translation: - m_time += TranslationSpeed * Time.deltaTime; - - float x = TranslationDistance.x * Mathf.Cos(m_time); - float y = TranslationDistance.y * Mathf.Sin(m_time) * Mathf.Cos(m_time * 1f); - float z = TranslationDistance.z * Mathf.Sin(m_time); - - m_transform.position = m_initial_Position + new Vector3(x, z, y); - - // Drawing light patterns because they can be cool looking. - //if (Time.frameCount > 1) - // Debug.DrawLine(m_transform.position, m_prevPOS, m_lightColor, 100f); - - m_prevPOS = m_transform.position; - break; - } - } - } -} \ No newline at end of file diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta deleted file mode 100755 index 43c45a1..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ObjectSpin.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 4f19c7f94c794c5097d8bd11e39c750d -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs deleted file mode 100755 index d8e56a4..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs +++ /dev/null @@ -1,51 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta deleted file mode 100755 index 29547c6..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/ShaderPropAnimator.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 2787a46a4dc848c1b4b7b9307b614bfd -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs deleted file mode 100755 index 8684b48..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs +++ /dev/null @@ -1,58 +0,0 @@ -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.textWrappingMode = TextWrappingModes.NoWrap; - - //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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta deleted file mode 100755 index 7fbe336..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SimpleScript.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 9eff140b25d64601aabc6ba32245d099 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs deleted file mode 100755 index 205b0fd..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs +++ /dev/null @@ -1,158 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta deleted file mode 100755 index 4611105..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/SkewTextExample.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: d412675cfb3441efa3bf8dcd9b7624dc -timeCreated: 1458801336 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs deleted file mode 100755 index ad76118..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs +++ /dev/null @@ -1,27 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta deleted file mode 100755 index f013655..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_DigitValidator.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 1a7eb92a01ed499a987bde9def05fbce -timeCreated: 1473112765 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs deleted file mode 100755 index 9f022f3..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs +++ /dev/null @@ -1,64 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta deleted file mode 100755 index af5c4d4..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_ExampleScript_01.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 6f2c5b59b6874405865e2616e4ec276a -timeCreated: 1449625634 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs deleted file mode 100755 index 78311f8..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs +++ /dev/null @@ -1,134 +0,0 @@ -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.textWrappingMode = TextWrappingModes.NoWrap; - 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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta deleted file mode 100755 index 48fa119..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_FrameRateCounter.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 686ec78b56aa445795335fbadafcfaa4 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs deleted file mode 100755 index 0d363ce..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs +++ /dev/null @@ -1,105 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta deleted file mode 100755 index 66324f0..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_PhoneNumberValidator.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 83680ab1a69f4102ac67d1459fe76e1f -timeCreated: 1473056437 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs deleted file mode 100755 index abbe658..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs +++ /dev/null @@ -1,73 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta deleted file mode 100755 index 9012a15..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventCheck.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: d736ce056cf444ca96e424f4d9c42b76 -timeCreated: 1480416736 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs deleted file mode 100755 index 88965e2..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs +++ /dev/null @@ -1,263 +0,0 @@ -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 Nearest Character - /*int charIndex = TMP_TextUtilities.FindNearestCharacterOnLine(m_TextComponent, Input.mousePosition, 0, m_Camera, false); - if (charIndex != -1 && charIndex != m_lastCharIndex) - { - m_lastCharIndex = charIndex; - }*/ - #endregion - - - #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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta deleted file mode 100755 index 03c5199..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextEventHandler.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 1312ae25639a4bae8e25ae223209cc50 -timeCreated: 1452811039 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs deleted file mode 100755 index 64e75af..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs +++ /dev/null @@ -1,652 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta deleted file mode 100755 index 12400bf..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextInfoDebugTool.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 21256c5b62f346f18640dad779911e20 -timeCreated: 1430348781 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs deleted file mode 100755 index 33d56e4..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs +++ /dev/null @@ -1,157 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta deleted file mode 100755 index da25ec4..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_A.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 103e0a6a1d404693b9fb1a5173e0e979 -timeCreated: 1452811039 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs deleted file mode 100755 index e11087d..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs +++ /dev/null @@ -1,547 +0,0 @@ -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 - Vector4[] src_uv0s = m_cachedMeshInfoVertexData[materialIndex].uvs0; - Vector4[] 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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta deleted file mode 100755 index 0fc3741..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_TextSelector_B.cs.meta +++ /dev/null @@ -1,14 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs deleted file mode 100755 index 4de16fe..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs +++ /dev/null @@ -1,125 +0,0 @@ -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.textWrappingMode = TextWrappingModes.NoWrap; - 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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta deleted file mode 100755 index baad0f6..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMP_UiFrameRateCounter.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 24b0dc2d1d494adbbec1f4db26b4cf83 -timeCreated: 1448607572 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs deleted file mode 100755 index 2367dcf..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs +++ /dev/null @@ -1,84 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta deleted file mode 100755 index d0e5e2c..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TMPro_InstructionOverlay.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: c3c1afeda5e545e0b19add5373896d2e -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs deleted file mode 100755 index 7130cfc..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs +++ /dev/null @@ -1,83 +0,0 @@ -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.textWrappingMode = TextWrappingModes.Normal; - 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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta deleted file mode 100755 index 562609b..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TeleType.cs.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: e32c266ee6204b21a427753cb0694c81 -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs deleted file mode 100755 index 883990e..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs +++ /dev/null @@ -1,121 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta deleted file mode 100755 index 3d83e76..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextConsoleSimulator.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 43bcd35a1c0c40ccb6d472893fe2093f -timeCreated: 1435298333 -licenseType: Store -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs deleted file mode 100755 index a8872f8..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs +++ /dev/null @@ -1,223 +0,0 @@ -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.fontFeatures.Clear(); - 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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta deleted file mode 100755 index da60e2f..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshProFloatingText.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a4d4c76e63944cba8c7d00f56334b98c -MonoImporter: - serializedVersion: 2 - defaultReferences: - - TheFont: {instanceID: 0} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs deleted file mode 100755 index 0aa450d..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs +++ /dev/null @@ -1,79 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta deleted file mode 100755 index dd5a8cb..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/TextMeshSpawner.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 76c11bbcfddf44e0ba17d6c2751c8d84 -MonoImporter: - serializedVersion: 2 - defaultReferences: - - TheFont: {instanceID: 0} - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs deleted file mode 100755 index ac66647..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs +++ /dev/null @@ -1,84 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta deleted file mode 100755 index 7ba50b8..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexColorCycler.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 91b8ba3d52e041fab2d0e0f169855539 -timeCreated: 1457047157 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs deleted file mode 100755 index 7ed8230..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs +++ /dev/null @@ -1,175 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta deleted file mode 100755 index 2ba768c..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexJitter.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 2ed57967c52645d390a89dcf8f61ba73 -timeCreated: 1461286718 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs deleted file mode 100755 index a4022a5..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs +++ /dev/null @@ -1,161 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta deleted file mode 100755 index 25aceb5..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeA.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: f7cfa58e417a46ea8889989684c2522e -timeCreated: 1462089320 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs deleted file mode 100755 index fd3b1c4..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs +++ /dev/null @@ -1,185 +0,0 @@ -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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta deleted file mode 100755 index f1fcf32..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexShakeB.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: e4e0d9ccee5f4950be8979268c9014e0 -timeCreated: 1462093319 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs deleted file mode 100755 index 4ca9119..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs +++ /dev/null @@ -1,192 +0,0 @@ -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 - Vector4[] sourceUVs0 = cachedMeshInfoVertexData[materialIndex].uvs0; - Vector4[] 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.SetUVs(0, 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/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta deleted file mode 100755 index d9e3f96..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/VertexZoom.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 52ec835d14bd486f900952b77698b7eb -timeCreated: 1466280202 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs deleted file mode 100755 index 18dba4c..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs +++ /dev/null @@ -1,144 +0,0 @@ -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; - vertices[vertexIndex + 1] += offsetToMidBaseline; - vertices[vertexIndex + 2] += offsetToMidBaseline; - vertices[vertexIndex + 3] += offsetToMidBaseline; - } - - - // Upload the mesh with the revised information - m_TextComponent.UpdateVertexData(); - - yield return new WaitForSeconds(0.025f); - } - } - } -} diff --git a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs.meta b/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs.meta deleted file mode 100755 index 7b7958a..0000000 --- a/Assets/otherTeam/TextMesh Pro/Examples & Extras/Scripts/WarpTextExample.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 790744c462254b7ba8038e6ed28b3db2 -timeCreated: 1458801336 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: