先修复一下,错误的场景 删除不必要的钓场资产 修复into场景 update:更新meta文件,修复报错 update:修复资源 修复第一章节建造 修复建造第三章 update:删除多余内容 update:更新README.md update:还原图标 update:更新README update:更新配置
79 lines
2.1 KiB
C#
79 lines
2.1 KiB
C#
using System;
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using UnityEngine;
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namespace Coffee.UIExtensions
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{
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[Serializable]
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public class AnimatableProperty : ISerializationCallbackReceiver
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{
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public enum ShaderPropertyType
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{
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Color,
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Vector,
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Float,
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Range,
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Texture
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}
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[SerializeField] private string m_Name = "";
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[SerializeField] private ShaderPropertyType m_Type = ShaderPropertyType.Vector;
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public int id { get; private set; }
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public ShaderPropertyType type
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{
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get { return m_Type; }
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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id = Shader.PropertyToID(m_Name);
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}
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public void UpdateMaterialProperties(Material material, MaterialPropertyBlock mpb)
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{
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if (!material.HasProperty(id)) return;
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switch (type)
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{
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case ShaderPropertyType.Color:
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var color = mpb.GetColor(id);
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if (color != default)
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{
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material.SetColor(id, color);
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}
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break;
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case ShaderPropertyType.Vector:
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var vector = mpb.GetVector(id);
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if (vector != default)
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{
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material.SetVector(id, vector);
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}
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break;
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case ShaderPropertyType.Float:
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case ShaderPropertyType.Range:
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var value = mpb.GetFloat(id);
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if (!Mathf.Approximately(value, 0))
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{
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material.SetFloat(id, value);
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}
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break;
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case ShaderPropertyType.Texture:
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var tex = mpb.GetTexture(id);
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if (tex != default(Texture))
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{
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material.SetTexture(id, tex);
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}
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break;
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}
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}
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}
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}
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