[IceSlide] add shader & video animator

master
uc deploy 6 years ago
parent f499ab0238
commit 3733ec970b
  1. 0
      Unity-19050-04-IceSlide/Assets/Frozen/Animator.meta
  2. 4
      Unity-19050-04-IceSlide/Assets/Frozen/Animator/Snowflake.controller
  3. 0
      Unity-19050-04-IceSlide/Assets/Frozen/Animator/Snowflake.controller.meta
  4. 199
      Unity-19050-04-IceSlide/Assets/Frozen/Animator/SnowflakeLogo.controller
  5. 8
      Unity-19050-04-IceSlide/Assets/Frozen/Animator/SnowflakeLogo.controller.meta
  6. 79
      Unity-19050-04-IceSlide/Assets/Frozen/DsAssets/DisnyLogo.anim
  7. 8
      Unity-19050-04-IceSlide/Assets/Frozen/DsAssets/DisnyLogo.anim.meta
  8. 17
      Unity-19050-04-IceSlide/Assets/Frozen/DsAssets/DisnyLogo.asset
  9. 8
      Unity-19050-04-IceSlide/Assets/Frozen/DsAssets/DisnyLogo.asset.meta
  10. 0
      Unity-19050-04-IceSlide/Assets/Frozen/Snowflake_Spawn.anim
  11. 0
      Unity-19050-04-IceSlide/Assets/Frozen/Snowflake_Spawn.anim.meta
  12. 8
      Unity-19050-04-IceSlide/Assets/Frozen/Texture.meta
  13. BIN
      Unity-19050-04-IceSlide/Assets/Frozen/Texture/slide_bg.png
  14. 90
      Unity-19050-04-IceSlide/Assets/Frozen/Texture/slide_bg.png.meta
  15. 484
      Unity-19050-04-IceSlide/Assets/Main_IceSlide.unity
  16. 8
      Unity-19050-04-IceSlide/Assets/Script.meta
  17. 107
      Unity-19050-04-IceSlide/Assets/Script/PointDrawer.cs
  18. 11
      Unity-19050-04-IceSlide/Assets/Script/PointDrawer.cs.meta
  19. 144
      Unity-19050-04-IceSlide/Assets/Script/TouchArea.cs
  20. 11
      Unity-19050-04-IceSlide/Assets/Script/TouchArea.cs.meta
  21. 8
      Unity-19050-04-IceSlide/Assets/Shader.meta
  22. 113
      Unity-19050-04-IceSlide/Assets/Shader/UI-Default.shader
  23. 9
      Unity-19050-04-IceSlide/Assets/Shader/UI-Default.shader.meta
  24. 110
      Unity-19050-04-IceSlide/Assets/Shader/UIAdd.shader
  25. 9
      Unity-19050-04-IceSlide/Assets/Shader/UIAdd.shader.meta
  26. 119
      Unity-19050-04-IceSlide/Assets/Shader/UIGamma.shader
  27. 9
      Unity-19050-04-IceSlide/Assets/Shader/UIGamma.shader.meta
  28. 83
      Unity-19050-04-IceSlide/Assets/Shader/UI_Add.mat
  29. 10
      Unity-19050-04-IceSlide/Assets/Shader/UI_Add.mat.meta
  30. 49
      Unity-19050-04-IceSlide/Assets/Shader/UI_Default.mat
  31. 8
      Unity-19050-04-IceSlide/Assets/Shader/UI_Default.mat.meta
  32. 83
      Unity-19050-04-IceSlide/Assets/Shader/UI_Gamma.mat
  33. 10
      Unity-19050-04-IceSlide/Assets/Shader/UI_Gamma.mat.meta
  34. 1
      Unity-19050-04-IceSlide/Packages/manifest.json

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PointDrawer : MonoBehaviour
{
private CanvasGroup CanvasGroup;
public GameObject PointPrefab;
private Dictionary<int, RectTransform> PointGroup = new Dictionary<int, RectTransform>();
[SerializeField]
private Camera camera;
//Vector2 propertion;
//[AutoUI]
public bool Visible;
//[AutoUI]
private int PointSize = 256;
// Start is called before the first frame update
void Start()
{
CanvasGroup = GetComponent<CanvasGroup>();
//propertion = new Vector2
//((float)camera.targetTexture.width / (float)Screen.width , (float)camera.targetTexture.height / (float)Screen.height);
}
// Update is called once per frame
void Update()
{
CanvasGroup.alpha = Visible ? 1 : 0;
if (Visible == false)
{
if(PointGroup.Count > 0)
{
foreach (var touch in TUIOManager.Instance.touches)
RemovePoint(touch.Key);
}
return;
}
foreach(var touch in TUIOManager.Instance.touches)
{
switch(touch.Value.phase)
{
case TouchPhase.Began:
AddPoint(touch.Key, touch.Value.position);
break;
case TouchPhase.Moved:
UpdatePoint(touch.Key, touch.Value.position);
break;
case TouchPhase.Ended:
RemovePoint(touch.Key);
break;
default:
break;
}
}
}
public void AddPoint(int id , Vector2 pos)
{
RectTransform objRect = null;
if (PointGroup.TryGetValue(id, out objRect))
{
UpdatePoint(id , pos);
}
var obj = Instantiate(PointPrefab, this.transform);
obj.name = id.ToString();
objRect = obj.GetComponent<RectTransform>();
objRect.sizeDelta = Vector2.one * PointSize;
UpdatePos(objRect, pos);
PointGroup.Add(id , objRect);
}
public void UpdatePoint(int id, Vector2 pos)
{
if (PointGroup.TryGetValue(id, out var objRect))
{
UpdatePos(objRect , pos);
}
else
{
AddPoint(id, pos);
}
}
private void UpdatePos(RectTransform tran, Vector2 pos)
{
tran.anchoredPosition = pos;// * propertion;
}
public void RemovePoint(int id)
{
if(PointGroup.TryGetValue(id ,out var obj))
{
PointGroup.Remove(id);
Destroy(obj.gameObject);
}
}
}

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Events;
using UnityEngine.UI;
using UltraCombos;
public class TouchArea : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerExitHandler, IPointerUpHandler, IPointerEnterHandler, IPointerClickHandler
{
[HideInInspector]
public Image img;
public bool MouseOnly = false;
[System.Serializable]
public class OnPointerEnterEvent : UnityEvent<PointerEventData> { };
public OnPointerEnterEvent PointerEnter = new OnPointerEnterEvent();
[System.Serializable]
public class OnPointerDownEvent : UnityEvent<PointerEventData> { };
public OnPointerDownEvent PointerDown = new OnPointerDownEvent();
[System.Serializable]
public class OnPointerDragEvent : UnityEvent<PointerEventData> { };
public OnPointerDragEvent PointerDrag = new OnPointerDragEvent();
[System.Serializable]
public class OnRayHitEvent : UnityEvent<PointerEventData> { };
public OnRayHitEvent RayHit = new OnRayHitEvent();
[System.Serializable]
public class OnRayNoHitEvent : UnityEvent<PointerEventData> { };
public OnRayNoHitEvent RayNoHit = new OnRayNoHitEvent();
[System.Serializable]
public class OnPointerUpEvent : UnityEvent<PointerEventData> { };
public OnPointerUpEvent PointerUp = new OnPointerUpEvent();
[System.Serializable]
public class OnPointerClickEvent : UnityEvent<PointerEventData> { };
public OnPointerClickEvent PointerClick = new OnPointerClickEvent();
[System.Serializable]
public class OnPointerExitEvent : UnityEvent<PointerEventData> { };
public OnPointerExitEvent PointerExit = new OnPointerExitEvent();
EventSystem eventSystem;
GlobalMKHookInputModule inputmodule;
private void Awake()
{
img = GetComponent<Image>();
inputmodule = GameObject.Find("UCEventSystem").GetComponent<GlobalMKHookInputModule>();
}
private void Update()
{
if (inputmodule != null)
{
CheckRayCast();
}
}
void CheckRayCast()
{
if (RayNoHit != null)
RayNoHit.Invoke(null);
foreach (PointerEventData pointerdata in inputmodule.GetPointerDatas.Values)
{
List<RaycastResult> raycastResult = new List<RaycastResult>();
EventSystem.current.RaycastAll(pointerdata, raycastResult);
if(raycastResult.Count != 0)
{
foreach(RaycastResult result in raycastResult)
{
if(result.gameObject == gameObject)
{
RayHit.Invoke(pointerdata);
}
}
}
}
}
public void OnPointerDown(PointerEventData eventData)
{
if (PointerDown == null)
return;
if (skip_on_mouse_only(eventData))
return;
PointerDown.Invoke(eventData);
}
public void OnDrag(PointerEventData eventData)
{
if (PointerDrag == null)
return;
if (skip_on_mouse_only(eventData))
return;
PointerDrag.Invoke(eventData);
}
public void OnPointerUp(PointerEventData eventData)
{
if (PointerUp == null)
return;
if (skip_on_mouse_only(eventData))
return;
PointerUp.Invoke(eventData);
}
public void OnPointerExit(PointerEventData eventData)
{
Debug.Log("Exit:" + gameObject.name);
if (PointerExit == null)
return;
if (skip_on_mouse_only(eventData))
return;
PointerExit.Invoke(eventData);
}
public void OnPointerEnter(PointerEventData eventData)
{
Debug.Log("Enter:" + gameObject.name);
if (PointerEnter == null)
return;
if (skip_on_mouse_only(eventData))
return;
PointerEnter.Invoke(eventData);
}
public void OnPointerClick(PointerEventData eventData)
{
if (PointerClick == null)
return;
if (skip_on_mouse_only(eventData))
return;
PointerClick.Invoke(eventData);
}
private bool skip_on_mouse_only(PointerEventData eventData)
{
return MouseOnly && eventData.pointerId != -1;
}
}

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Shader "UI/UCDefault"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
//ZWrite Off
//ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
Name "Default"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.0
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_INPUT_INSTANCE_ID
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
UNITY_VERTEX_OUTPUT_STEREO
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
UNITY_SETUP_INSTANCE_ID(IN);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
if(color.a == 0)
discard;
return color;
}
ENDCG
}
}
}

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Shader "UC/UI/Add"
{
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{
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_Color ("Tint", Color) = (1,1,1,1)
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