Add Example
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EasyInteractive.meta
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8
EasyInteractive.meta
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@@ -1,4 +1,5 @@
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using System;
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using UnityEngine;
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namespace HalfDog.EasyInteractive
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{
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@@ -24,10 +25,9 @@ namespace HalfDog.EasyInteractive
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if (_isEnter)
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{
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_isEnter = false;
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OnExit(dragable, focusable);
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OnExit();
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_isExit = true;
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}
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return false;
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}
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@@ -52,8 +52,9 @@ namespace HalfDog.EasyInteractive
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/// <summary>
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/// 退出交互情景
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/// </summary>
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protected virtual void OnExit(IDragable subject, IFocusable target)
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protected virtual void OnExit()
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{
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}
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protected virtual bool EndDrag=>Input.GetMouseButtonUp(0);
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}
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}
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11
EasyInteractive/DragSubjectFocusTargetInteractCase.cs.meta
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11
EasyInteractive/DragSubjectFocusTargetInteractCase.cs.meta
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@@ -80,6 +80,25 @@ namespace HalfDog.EasyInteractive
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public void Update()
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{
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//满足条件的InteractCase会被执行
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//这里的满足条件指的是 交互操作与交互对象类型都要一致
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IInteractCase activeCase = null;
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for (int i = 0; i < _executingInteractCases.Count; i++)
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{
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if (_executingInteractCases[i].enable && _executingInteractCases[i].Execute(currentFocused, currentSelected, currentDraged))
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{
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activeCase = _executingInteractCases[i];
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}
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}
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//如果当前激活的情景更改了,则把激活的情景放到列表最前方第一个进行处理
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//这是为了在情景更改时首先执行激活情景的退出事件(如果有的话)
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if (activeCase != null && activeCase != _currentActiveInteractCase)
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{
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_currentActiveInteractCase = activeCase;
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_executingInteractCases.Remove(_currentActiveInteractCase);
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_executingInteractCases.Insert(0, _currentActiveInteractCase);
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}
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//当指针处于UI上时停止对场景中交互对象的操作
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if (EventSystem.current?.IsPointerOverGameObject() ?? false)
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{
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@@ -131,24 +150,7 @@ namespace HalfDog.EasyInteractive
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}
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//满足条件的InteractCase会被执行
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//这里的满足条件指的是 交互操作与交互对象类型都要一致
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IInteractCase activeCase = null;
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for (int i = 0; i < _executingInteractCases.Count; i++)
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{
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if (_executingInteractCases[i].enable && _executingInteractCases[i].Execute(currentFocused, currentSelected, currentDraged) )
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{
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activeCase = _executingInteractCases[i];
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}
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}
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//如果当前激活的情景更改了,则把激活的情景放到列表最前方第一个进行处理
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//这是为了在情景更改时首先执行激活情景的退出事件(如果有的话)
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if (activeCase!=null && activeCase != _currentActiveInteractCase)
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{
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_currentActiveInteractCase = activeCase;
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_executingInteractCases.Remove(_currentActiveInteractCase);
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_executingInteractCases.Insert(0, _currentActiveInteractCase);
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}
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//Debug.Log($"【Focus:{currentFocused?.interactTag.Name}】【Select:{currentSelected?.interactTag.Name}]】【Drag:{currentDraged?.interactTag.Name}】");
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if (Input.GetMouseButtonDown(0) && currentFocused!=null)
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@@ -189,6 +191,7 @@ namespace HalfDog.EasyInteractive
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currentDraged?.ProcessDrag();
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}
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//Debug.Log(currentFocused?.interactTag.Name ?? "Null");
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}
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public void Reset()
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{
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11
EasyInteractive/EasyInteractive.cs.meta
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EasyInteractive/Example.meta
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EasyInteractive/Example/Example.unity
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EasyInteractive/Example/QuickOutline/Readme.txt
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Quick Outline
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=============
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||||
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Developed by Chris Nolet (c) 2018
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Instructions
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------------
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|
||||
The outline script does a small amount of work in Awake().
|
||||
For best results, use outline.enabled to toggle the outline.
|
||||
Avoid removing and re-adding the component if possible.
|
||||
|
||||
For large meshes, you may also like to enable 'Precompute
|
||||
Outline' in the editor. This will reduce the amount of work
|
||||
performed in Awake().
|
||||
|
||||
|
||||
Troubleshooting
|
||||
---------------
|
||||
|
||||
If the outline appears off-center, please try the following:
|
||||
|
||||
1. Set 'Read/Write Enabled' on each model's import settings.
|
||||
2. Disable 'Optimize Mesh Data' in the player settings.
|
||||
9
EasyInteractive/Example/QuickOutline/Readme.txt.meta
Normal file
9
EasyInteractive/Example/QuickOutline/Readme.txt.meta
Normal file
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||||
fileFormatVersion: 2
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TextScriptImporter:
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externalObjects: {}
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||||
assetBundleName:
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assetBundleVariant:
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||||
10
EasyInteractive/Example/QuickOutline/Resources.meta
Normal file
10
EasyInteractive/Example/QuickOutline/Resources.meta
Normal file
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fileFormatVersion: 2
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||||
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externalObjects: {}
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userData:
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fileFormatVersion: 2
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guid: 80ac8e52d3c31a94babd161e86bc6b97
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folderAsset: yes
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licenseType: Store
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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||||
%YAML 1.1
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||||
%TAG !u! tag:unity3d.com,2011:
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||||
--- !u!21 &2100000
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||||
Material:
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serializedVersion: 6
|
||||
m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
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||||
m_Name: OutlineFill
|
||||
m_Shader: {fileID: 4800000, guid: 4e76d4023d7e0411297c670f878973e2, type: 3}
|
||||
m_ShaderKeywords:
|
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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||||
m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs: []
|
||||
m_Floats:
|
||||
- _OutlineWidth: 2
|
||||
- _ZTest: 8
|
||||
m_Colors:
|
||||
- _OutlineColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
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guid: 311313efa011949e98b6761d652ad13c
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timeCreated: 1520576285
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licenseType: Store
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@@ -0,0 +1,23 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 6
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||||
m_ObjectHideFlags: 0
|
||||
m_PrefabParentObject: {fileID: 0}
|
||||
m_PrefabInternal: {fileID: 0}
|
||||
m_Name: OutlineMask
|
||||
m_Shader: {fileID: 4800000, guid: 341b058cd7dee4f5cba5cc59a513619e, type: 3}
|
||||
m_ShaderKeywords:
|
||||
m_LightmapFlags: 4
|
||||
m_EnableInstancingVariants: 0
|
||||
m_DoubleSidedGI: 0
|
||||
m_CustomRenderQueue: -1
|
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stringTagMap: {}
|
||||
disabledShaderPasses: []
|
||||
m_SavedProperties:
|
||||
serializedVersion: 3
|
||||
m_TexEnvs: []
|
||||
m_Floats:
|
||||
- _ZTest: 8
|
||||
m_Colors: []
|
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@@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: 106f3ff43a17d4967a2b64c7a92e49ec
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timeCreated: 1520576276
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licenseType: Store
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assetBundleVariant:
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10
EasyInteractive/Example/QuickOutline/Resources/Shaders.meta
Normal file
10
EasyInteractive/Example/QuickOutline/Resources/Shaders.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6a63caa2b0e993043a42c11f35ff2d1a
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folderAsset: yes
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||||
timeCreated: 1522559134
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licenseType: Store
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DefaultImporter:
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externalObjects: {}
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||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,81 @@
|
||||
//
|
||||
// OutlineFill.shader
|
||||
// QuickOutline
|
||||
//
|
||||
// Created by Chris Nolet on 2/21/18.
|
||||
// Copyright © 2018 Chris Nolet. All rights reserved.
|
||||
//
|
||||
|
||||
Shader "Custom/Outline Fill" {
|
||||
Properties {
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
|
||||
|
||||
_OutlineColor("Outline Color", Color) = (1, 1, 1, 1)
|
||||
_OutlineWidth("Outline Width", Range(0, 10)) = 2
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"Queue" = "Transparent+110"
|
||||
"RenderType" = "Transparent"
|
||||
"DisableBatching" = "True"
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Fill"
|
||||
Cull Off
|
||||
ZTest [_ZTest]
|
||||
ZWrite Off
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
ColorMask RGB
|
||||
|
||||
Stencil {
|
||||
Ref 1
|
||||
Comp NotEqual
|
||||
}
|
||||
|
||||
CGPROGRAM
|
||||
#include "UnityCG.cginc"
|
||||
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
|
||||
|
||||
struct appdata {
|
||||
float4 vertex : POSITION;
|
||||
float3 normal : NORMAL;
|
||||
float3 smoothNormal : TEXCOORD3;
|
||||
UNITY_VERTEX_INPUT_INSTANCE_ID
|
||||
};
|
||||
|
||||
struct v2f {
|
||||
float4 position : SV_POSITION;
|
||||
fixed4 color : COLOR;
|
||||
UNITY_VERTEX_OUTPUT_STEREO
|
||||
};
|
||||
|
||||
uniform fixed4 _OutlineColor;
|
||||
uniform float _OutlineWidth;
|
||||
|
||||
v2f vert(appdata input) {
|
||||
v2f output;
|
||||
|
||||
UNITY_SETUP_INSTANCE_ID(input);
|
||||
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
|
||||
|
||||
float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal;
|
||||
float3 viewPosition = UnityObjectToViewPos(input.vertex);
|
||||
float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
|
||||
|
||||
output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0);
|
||||
output.color = _OutlineColor;
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
fixed4 frag(v2f input) : SV_Target {
|
||||
return input.color;
|
||||
}
|
||||
ENDCG
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4e76d4023d7e0411297c670f878973e2
|
||||
timeCreated: 1520575782
|
||||
licenseType: Store
|
||||
ShaderImporter:
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||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,33 @@
|
||||
//
|
||||
// OutlineMask.shader
|
||||
// QuickOutline
|
||||
//
|
||||
// Created by Chris Nolet on 2/21/18.
|
||||
// Copyright © 2018 Chris Nolet. All rights reserved.
|
||||
//
|
||||
|
||||
Shader "Custom/Outline Mask" {
|
||||
Properties {
|
||||
[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
|
||||
}
|
||||
|
||||
SubShader {
|
||||
Tags {
|
||||
"Queue" = "Transparent+100"
|
||||
"RenderType" = "Transparent"
|
||||
}
|
||||
|
||||
Pass {
|
||||
Name "Mask"
|
||||
Cull Off
|
||||
ZTest [_ZTest]
|
||||
ZWrite Off
|
||||
ColorMask 0
|
||||
|
||||
Stencil {
|
||||
Ref 1
|
||||
Pass Replace
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 341b058cd7dee4f5cba5cc59a513619e
|
||||
timeCreated: 1520575773
|
||||
licenseType: Store
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
10
EasyInteractive/Example/QuickOutline/Scripts.meta
Normal file
10
EasyInteractive/Example/QuickOutline/Scripts.meta
Normal file
@@ -0,0 +1,10 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3ddbd65d69a9f0b48bab4fe96a1fe099
|
||||
folderAsset: yes
|
||||
timeCreated: 1522559122
|
||||
licenseType: Store
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
309
EasyInteractive/Example/QuickOutline/Scripts/Outline.cs
Normal file
309
EasyInteractive/Example/QuickOutline/Scripts/Outline.cs
Normal file
@@ -0,0 +1,309 @@
|
||||
//
|
||||
// Outline.cs
|
||||
// QuickOutline
|
||||
//
|
||||
// Created by Chris Nolet on 3/30/18.
|
||||
// Copyright © 2018 Chris Nolet. All rights reserved.
|
||||
//
|
||||
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
|
||||
public class Outline : MonoBehaviour {
|
||||
private static HashSet<Mesh> registeredMeshes = new HashSet<Mesh>();
|
||||
|
||||
public enum Mode {
|
||||
OutlineAll,
|
||||
OutlineVisible,
|
||||
OutlineHidden,
|
||||
OutlineAndSilhouette,
|
||||
SilhouetteOnly
|
||||
}
|
||||
|
||||
public Mode OutlineMode {
|
||||
get { return outlineMode; }
|
||||
set {
|
||||
outlineMode = value;
|
||||
needsUpdate = true;
|
||||
}
|
||||
}
|
||||
|
||||
public Color OutlineColor {
|
||||
get { return outlineColor; }
|
||||
set {
|
||||
outlineColor = value;
|
||||
needsUpdate = true;
|
||||
}
|
||||
}
|
||||
|
||||
public float OutlineWidth {
|
||||
get { return outlineWidth; }
|
||||
set {
|
||||
outlineWidth = value;
|
||||
needsUpdate = true;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable]
|
||||
private class ListVector3 {
|
||||
public List<Vector3> data;
|
||||
}
|
||||
|
||||
[SerializeField]
|
||||
private Mode outlineMode;
|
||||
|
||||
[SerializeField]
|
||||
private Color outlineColor = Color.white;
|
||||
|
||||
[SerializeField, Range(0f, 10f)]
|
||||
private float outlineWidth = 2f;
|
||||
|
||||
[Header("Optional")]
|
||||
|
||||
[SerializeField, Tooltip("Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
|
||||
+ "Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes.")]
|
||||
private bool precomputeOutline;
|
||||
|
||||
[SerializeField, HideInInspector]
|
||||
private List<Mesh> bakeKeys = new List<Mesh>();
|
||||
|
||||
[SerializeField, HideInInspector]
|
||||
private List<ListVector3> bakeValues = new List<ListVector3>();
|
||||
|
||||
private Renderer[] renderers;
|
||||
private Material outlineMaskMaterial;
|
||||
private Material outlineFillMaterial;
|
||||
|
||||
private bool needsUpdate;
|
||||
|
||||
void Awake() {
|
||||
|
||||
// Cache renderers
|
||||
renderers = GetComponentsInChildren<Renderer>();
|
||||
|
||||
// Instantiate outline materials
|
||||
outlineMaskMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineMask"));
|
||||
outlineFillMaterial = Instantiate(Resources.Load<Material>(@"Materials/OutlineFill"));
|
||||
|
||||
outlineMaskMaterial.name = "OutlineMask (Instance)";
|
||||
outlineFillMaterial.name = "OutlineFill (Instance)";
|
||||
|
||||
// Retrieve or generate smooth normals
|
||||
LoadSmoothNormals();
|
||||
|
||||
// Apply material properties immediately
|
||||
needsUpdate = true;
|
||||
}
|
||||
|
||||
void OnEnable() {
|
||||
foreach (var renderer in renderers) {
|
||||
|
||||
// Append outline shaders
|
||||
var materials = renderer.sharedMaterials.ToList();
|
||||
|
||||
materials.Add(outlineMaskMaterial);
|
||||
materials.Add(outlineFillMaterial);
|
||||
|
||||
renderer.materials = materials.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
void OnValidate() {
|
||||
|
||||
// Update material properties
|
||||
needsUpdate = true;
|
||||
|
||||
// Clear cache when baking is disabled or corrupted
|
||||
if (!precomputeOutline && bakeKeys.Count != 0 || bakeKeys.Count != bakeValues.Count) {
|
||||
bakeKeys.Clear();
|
||||
bakeValues.Clear();
|
||||
}
|
||||
|
||||
// Generate smooth normals when baking is enabled
|
||||
if (precomputeOutline && bakeKeys.Count == 0) {
|
||||
Bake();
|
||||
}
|
||||
}
|
||||
|
||||
void Update() {
|
||||
if (needsUpdate) {
|
||||
needsUpdate = false;
|
||||
|
||||
UpdateMaterialProperties();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDisable() {
|
||||
foreach (var renderer in renderers) {
|
||||
|
||||
// Remove outline shaders
|
||||
var materials = renderer.sharedMaterials.ToList();
|
||||
|
||||
materials.Remove(outlineMaskMaterial);
|
||||
materials.Remove(outlineFillMaterial);
|
||||
|
||||
renderer.materials = materials.ToArray();
|
||||
}
|
||||
}
|
||||
|
||||
void OnDestroy() {
|
||||
|
||||
// Destroy material instances
|
||||
Destroy(outlineMaskMaterial);
|
||||
Destroy(outlineFillMaterial);
|
||||
}
|
||||
|
||||
void Bake() {
|
||||
|
||||
// Generate smooth normals for each mesh
|
||||
var bakedMeshes = new HashSet<Mesh>();
|
||||
|
||||
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
|
||||
|
||||
// Skip duplicates
|
||||
if (!bakedMeshes.Add(meshFilter.sharedMesh)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Serialize smooth normals
|
||||
var smoothNormals = SmoothNormals(meshFilter.sharedMesh);
|
||||
|
||||
bakeKeys.Add(meshFilter.sharedMesh);
|
||||
bakeValues.Add(new ListVector3() { data = smoothNormals });
|
||||
}
|
||||
}
|
||||
|
||||
void LoadSmoothNormals() {
|
||||
|
||||
// Retrieve or generate smooth normals
|
||||
foreach (var meshFilter in GetComponentsInChildren<MeshFilter>()) {
|
||||
|
||||
// Skip if smooth normals have already been adopted
|
||||
if (!registeredMeshes.Add(meshFilter.sharedMesh)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Retrieve or generate smooth normals
|
||||
var index = bakeKeys.IndexOf(meshFilter.sharedMesh);
|
||||
var smoothNormals = (index >= 0) ? bakeValues[index].data : SmoothNormals(meshFilter.sharedMesh);
|
||||
|
||||
// Store smooth normals in UV3
|
||||
meshFilter.sharedMesh.SetUVs(3, smoothNormals);
|
||||
|
||||
// Combine submeshes
|
||||
var renderer = meshFilter.GetComponent<Renderer>();
|
||||
|
||||
if (renderer != null) {
|
||||
CombineSubmeshes(meshFilter.sharedMesh, renderer.sharedMaterials);
|
||||
}
|
||||
}
|
||||
|
||||
// Clear UV3 on skinned mesh renderers
|
||||
foreach (var skinnedMeshRenderer in GetComponentsInChildren<SkinnedMeshRenderer>()) {
|
||||
|
||||
// Skip if UV3 has already been reset
|
||||
if (!registeredMeshes.Add(skinnedMeshRenderer.sharedMesh)) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Clear UV3
|
||||
skinnedMeshRenderer.sharedMesh.uv4 = new Vector2[skinnedMeshRenderer.sharedMesh.vertexCount];
|
||||
|
||||
// Combine submeshes
|
||||
CombineSubmeshes(skinnedMeshRenderer.sharedMesh, skinnedMeshRenderer.sharedMaterials);
|
||||
}
|
||||
}
|
||||
|
||||
List<Vector3> SmoothNormals(Mesh mesh) {
|
||||
|
||||
// Group vertices by location
|
||||
var groups = mesh.vertices.Select((vertex, index) => new KeyValuePair<Vector3, int>(vertex, index)).GroupBy(pair => pair.Key);
|
||||
|
||||
// Copy normals to a new list
|
||||
var smoothNormals = new List<Vector3>(mesh.normals);
|
||||
|
||||
// Average normals for grouped vertices
|
||||
foreach (var group in groups) {
|
||||
|
||||
// Skip single vertices
|
||||
if (group.Count() == 1) {
|
||||
continue;
|
||||
}
|
||||
|
||||
// Calculate the average normal
|
||||
var smoothNormal = Vector3.zero;
|
||||
|
||||
foreach (var pair in group) {
|
||||
smoothNormal += smoothNormals[pair.Value];
|
||||
}
|
||||
|
||||
smoothNormal.Normalize();
|
||||
|
||||
// Assign smooth normal to each vertex
|
||||
foreach (var pair in group) {
|
||||
smoothNormals[pair.Value] = smoothNormal;
|
||||
}
|
||||
}
|
||||
|
||||
return smoothNormals;
|
||||
}
|
||||
|
||||
void CombineSubmeshes(Mesh mesh, Material[] materials) {
|
||||
|
||||
// Skip meshes with a single submesh
|
||||
if (mesh.subMeshCount == 1) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Skip if submesh count exceeds material count
|
||||
if (mesh.subMeshCount > materials.Length) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Append combined submesh
|
||||
mesh.subMeshCount++;
|
||||
mesh.SetTriangles(mesh.triangles, mesh.subMeshCount - 1);
|
||||
}
|
||||
|
||||
void UpdateMaterialProperties() {
|
||||
|
||||
// Apply properties according to mode
|
||||
outlineFillMaterial.SetColor("_OutlineColor", outlineColor);
|
||||
|
||||
switch (outlineMode) {
|
||||
case Mode.OutlineAll:
|
||||
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||
break;
|
||||
|
||||
case Mode.OutlineVisible:
|
||||
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
|
||||
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||
break;
|
||||
|
||||
case Mode.OutlineHidden:
|
||||
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
|
||||
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||
break;
|
||||
|
||||
case Mode.OutlineAndSilhouette:
|
||||
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
|
||||
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Always);
|
||||
outlineFillMaterial.SetFloat("_OutlineWidth", outlineWidth);
|
||||
break;
|
||||
|
||||
case Mode.SilhouetteOnly:
|
||||
outlineMaskMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.LessEqual);
|
||||
outlineFillMaterial.SetFloat("_ZTest", (float)UnityEngine.Rendering.CompareFunction.Greater);
|
||||
outlineFillMaterial.SetFloat("_OutlineWidth", 0f);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
13
EasyInteractive/Example/QuickOutline/Scripts/Outline.cs.meta
Normal file
13
EasyInteractive/Example/QuickOutline/Scripts/Outline.cs.meta
Normal file
@@ -0,0 +1,13 @@
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
8
EasyInteractive/Example/Scripts.meta
Normal file
8
EasyInteractive/Example/Scripts.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b1ead22abd8bf1e4e9a2d25e774b8ab0
|
||||
folderAsset: yes
|
||||
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|
||||
externalObjects: {}
|
||||
userData:
|
||||
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|
||||
assetBundleVariant:
|
||||
37
EasyInteractive/Example/Scripts/DragToScene.cs
Normal file
37
EasyInteractive/Example/Scripts/DragToScene.cs
Normal file
@@ -0,0 +1,37 @@
|
||||
using HalfDog.EasyInteractive;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
|
||||
[InteractCase(typeof(UIItem), typeof(Table))]
|
||||
public class DragToScene : DragSubjectFocusTargetInteractCase
|
||||
{
|
||||
private UIItem uiItem;
|
||||
private Table table;
|
||||
public DragToScene(Type subject, Type target) : base(subject, target)
|
||||
{
|
||||
}
|
||||
|
||||
protected override void OnEnter(IDragable subject, IFocusable target)
|
||||
{
|
||||
Debug.Log("Enter Case");
|
||||
uiItem = (subject as UIItem);
|
||||
table = (target as Table);
|
||||
table.tempItem.gameObject.SetActive(true);
|
||||
}
|
||||
|
||||
protected override void OnExecute(IDragable subject, IFocusable target)
|
||||
{
|
||||
if (Input.GetMouseButtonUp(0))
|
||||
{
|
||||
GameObject.FindObjectOfType<SceneItem>(true).gameObject.SetActive(true);
|
||||
Debug.Log("Execute");
|
||||
}
|
||||
}
|
||||
|
||||
protected override void OnExit()
|
||||
{
|
||||
Debug.Log("Exit Case");
|
||||
table.tempItem.gameObject.SetActive(false);
|
||||
uiItem.icon.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
11
EasyInteractive/Example/Scripts/DragToScene.cs.meta
Normal file
11
EasyInteractive/Example/Scripts/DragToScene.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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||||
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|
||||
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|
||||
externalObjects: {}
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
userData:
|
||||
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||||
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||||
34
EasyInteractive/Example/Scripts/DragToUI.cs
Normal file
34
EasyInteractive/Example/Scripts/DragToUI.cs
Normal file
@@ -0,0 +1,34 @@
|
||||
using HalfDog.EasyInteractive;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Unity.VisualScripting;
|
||||
using UnityEngine;
|
||||
|
||||
[InteractCase(typeof(SceneItem), typeof(UIItem))]
|
||||
public class DragToUI : DragSubjectFocusTargetInteractCase
|
||||
{
|
||||
private SceneItem sceneItem;
|
||||
public DragToUI(Type subject, Type target) : base(subject, target)
|
||||
{
|
||||
}
|
||||
protected override void OnEnter(IDragable subject, IFocusable target)
|
||||
{
|
||||
Debug.Log("Enter Case");
|
||||
sceneItem = (subject as SceneItem);
|
||||
}
|
||||
protected override void OnExecute(IDragable subject, IFocusable target)
|
||||
{
|
||||
if (EndDrag)
|
||||
{
|
||||
Debug.Log("Execute");
|
||||
(target as UIItem).icon.gameObject.SetActive(true);
|
||||
(target as UIItem).icon.sprite = sceneItem.iconSprite;
|
||||
}
|
||||
}
|
||||
protected override void OnExit()
|
||||
{
|
||||
Debug.Log("Exit Case");
|
||||
sceneItem.gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
11
EasyInteractive/Example/Scripts/DragToUI.cs.meta
Normal file
11
EasyInteractive/Example/Scripts/DragToUI.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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||||
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||||
40
EasyInteractive/Example/Scripts/GhostIcon.cs
Normal file
40
EasyInteractive/Example/Scripts/GhostIcon.cs
Normal file
@@ -0,0 +1,40 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class GhostIcon : MonoBehaviour
|
||||
{
|
||||
public static GhostIcon Instance;
|
||||
private Image _icon;
|
||||
private bool _isShow = false;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
}
|
||||
private void Start()
|
||||
{
|
||||
_icon = GetComponent<Image>();
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
private void Update()
|
||||
{
|
||||
if (_isShow)
|
||||
{
|
||||
transform.position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, transform.position.z);
|
||||
}
|
||||
}
|
||||
public void ShowGhostIcon(Sprite sprite)
|
||||
{
|
||||
if (sprite == null) return;
|
||||
transform.position = new Vector3(Input.mousePosition.x, Input.mousePosition.y, transform.position.z);
|
||||
_icon.sprite = sprite;
|
||||
gameObject.SetActive(true);
|
||||
_isShow = true;
|
||||
}
|
||||
|
||||
public void HideGhostIcon()
|
||||
{
|
||||
_isShow = false;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
}
|
||||
11
EasyInteractive/Example/Scripts/GhostIcon.cs.meta
Normal file
11
EasyInteractive/Example/Scripts/GhostIcon.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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|
||||
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43
EasyInteractive/Example/Scripts/SceneItem.cs
Normal file
43
EasyInteractive/Example/Scripts/SceneItem.cs
Normal file
@@ -0,0 +1,43 @@
|
||||
using HalfDog.EasyInteractive;
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class SceneItem : MonoBehaviour, IDragable
|
||||
{
|
||||
public Sprite iconSprite;
|
||||
public Type interactTag => typeof(SceneItem);
|
||||
public bool enableDrag => true;
|
||||
public bool enableFocus => true;
|
||||
private Outline _outline;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_outline = GetComponent<Outline>();
|
||||
}
|
||||
|
||||
public void OnFocus()
|
||||
{
|
||||
_outline.enabled = true;
|
||||
}
|
||||
public void EndFocus()
|
||||
{
|
||||
_outline.enabled = false;
|
||||
}
|
||||
public void OnDrag()
|
||||
{
|
||||
Debug.Log("Begin Drag");
|
||||
GhostIcon.Instance.ShowGhostIcon(iconSprite);
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
public void ProcessDrag()
|
||||
{
|
||||
}
|
||||
public void EndDrag()
|
||||
{
|
||||
Debug.Log("End Drag");
|
||||
GhostIcon.Instance.HideGhostIcon();
|
||||
gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
11
EasyInteractive/Example/Scripts/SceneItem.cs.meta
Normal file
11
EasyInteractive/Example/Scripts/SceneItem.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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||||
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23
EasyInteractive/Example/Scripts/Table.cs
Normal file
23
EasyInteractive/Example/Scripts/Table.cs
Normal file
@@ -0,0 +1,23 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using HalfDog.EasyInteractive;
|
||||
|
||||
public class Table : MonoBehaviour, IFocusable
|
||||
{
|
||||
public GameObject tempItem;
|
||||
public Type interactTag => typeof(Table);
|
||||
public bool enableFocus => true;
|
||||
private Outline _outline;
|
||||
private void Awake()
|
||||
{
|
||||
_outline = GetComponent<Outline>();
|
||||
}
|
||||
public void OnFocus()
|
||||
{
|
||||
_outline.enabled = true;
|
||||
}
|
||||
public void EndFocus()
|
||||
{
|
||||
_outline.enabled = false;
|
||||
}
|
||||
}
|
||||
11
EasyInteractive/Example/Scripts/Table.cs.meta
Normal file
11
EasyInteractive/Example/Scripts/Table.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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35
EasyInteractive/Example/Scripts/UIItem.cs
Normal file
35
EasyInteractive/Example/Scripts/UIItem.cs
Normal file
@@ -0,0 +1,35 @@
|
||||
using HalfDog.EasyInteractive;
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class UIItem : InteractableUIElement,IDragable
|
||||
{
|
||||
public Image icon;
|
||||
public Type interactTag => typeof(UIItem);
|
||||
public bool enableFocus => true;
|
||||
public bool enableDrag => true;
|
||||
|
||||
public void OnFocus()
|
||||
{
|
||||
}
|
||||
public void EndFocus()
|
||||
{
|
||||
}
|
||||
public void OnDrag()
|
||||
{
|
||||
Debug.Log("Begin Drag");
|
||||
if (!icon.gameObject.activeSelf) return;
|
||||
GhostIcon.Instance.ShowGhostIcon(icon.sprite);
|
||||
icon.gameObject.SetActive(false);
|
||||
}
|
||||
public void ProcessDrag()
|
||||
{
|
||||
}
|
||||
public void EndDrag()
|
||||
{
|
||||
Debug.Log("End Drag");
|
||||
GhostIcon.Instance.HideGhostIcon();
|
||||
icon.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
11
EasyInteractive/Example/Scripts/UIItem.cs.meta
Normal file
11
EasyInteractive/Example/Scripts/UIItem.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
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|
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11
EasyInteractive/GameMonoUpdater.cs.meta
Normal file
11
EasyInteractive/GameMonoUpdater.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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|
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||||
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11
EasyInteractive/ICanUseGameMonoUpdater.cs.meta
Normal file
11
EasyInteractive/ICanUseGameMonoUpdater.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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||||
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11
EasyInteractive/IInteractCase.cs.meta
Normal file
11
EasyInteractive/IInteractCase.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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||||
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|
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11
EasyInteractive/IInteractable.cs.meta
Normal file
11
EasyInteractive/IInteractable.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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||||
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|
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||||
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11
EasyInteractive/InteractCaseAttribute.cs.meta
Normal file
11
EasyInteractive/InteractCaseAttribute.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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|
||||
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|
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11
EasyInteractive/InteractableUIElement.cs.meta
Normal file
11
EasyInteractive/InteractableUIElement.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
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||||
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7
README.md.meta
Normal file
7
README.md.meta
Normal file
@@ -0,0 +1,7 @@
|
||||
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Reference in New Issue
Block a user