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Git
ygopro2
Commits
f10b1c35
Commit
f10b1c35
authored
Feb 27, 2018
by
daminan
Browse files
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Plain Diff
升级至unity5.62f。
parent
ff8d0bc2
Changes
94
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94 changed files
with
247 additions
and
267 deletions
+247
-267
.gitignore
.gitignore
+5
-0
Assets/ArtSystem/WaterBlur.shader
Assets/ArtSystem/WaterBlur.shader
+4
-2
Assets/ArtSystem/arrow/Mega-Fiers/Scripts/MegaFiers/MegaShape/MegaMeshPage.cs
...ow/Mega-Fiers/Scripts/MegaFiers/MegaShape/MegaMeshPage.cs
+2
-2
Assets/ArtSystem/arrow/Shader/ArrowShader.shader
Assets/ArtSystem/arrow/Shader/ArrowShader.shader
+4
-2
Assets/ArtSystem/blur/RapidBlurEffect.shader
Assets/ArtSystem/blur/RapidBlurEffect.shader
+5
-3
Assets/ArtSystem/deckManager/MonoCardInDeckManager.cs
Assets/ArtSystem/deckManager/MonoCardInDeckManager.cs
+1
-1
Assets/ArtSystem/deckManager/forceColor.cs
Assets/ArtSystem/deckManager/forceColor.cs
+4
-4
Assets/ArtSystem/gameInfo/barPngLoader.cs
Assets/ArtSystem/gameInfo/barPngLoader.cs
+3
-3
Assets/ArtSystem/gameInfo/gameInfo.cs
Assets/ArtSystem/gameInfo/gameInfo.cs
+1
-1
Assets/ArtSystem/glacxy.meta
Assets/ArtSystem/glacxy.meta
+0
-9
Assets/ArtSystem/mouseParticle/UIparticle.prefab
Assets/ArtSystem/mouseParticle/UIparticle.prefab
+0
-0
Assets/ArtSystem/proico.meta
Assets/ArtSystem/proico.meta
+0
-9
Assets/ArtSystem/superButton/iconSetForButton.cs
Assets/ArtSystem/superButton/iconSetForButton.cs
+1
-1
Assets/Editor/RopeEditor.cs
Assets/Editor/RopeEditor.cs
+1
-1
Assets/NGUI/Examples/Shaders/Refractive.shader
Assets/NGUI/Examples/Shaders/Refractive.shader
+3
-1
Assets/NGUI/Examples/Shaders/Unlit - Masked Colored.shader
Assets/NGUI/Examples/Shaders/Unlit - Masked Colored.shader
+3
-1
Assets/NGUI/Scripts/Editor/NGUIEditorExtensions.cs
Assets/NGUI/Scripts/Editor/NGUIEditorExtensions.cs
+1
-1
Assets/Plugins/System.Core.dll
Assets/Plugins/System.Core.dll
+0
-0
Assets/Plugins/System.Core.dll.meta
Assets/Plugins/System.Core.dll.meta
+0
-20
Assets/Plugins/System.Runtime.Serialization.dll
Assets/Plugins/System.Runtime.Serialization.dll
+0
-0
Assets/Plugins/System.Runtime.Serialization.dll.meta
Assets/Plugins/System.Runtime.Serialization.dll.meta
+0
-20
Assets/Plugins/System.Xml.Linq.dll
Assets/Plugins/System.Xml.Linq.dll
+0
-0
Assets/Plugins/System.Xml.Linq.dll.meta
Assets/Plugins/System.Xml.Linq.dll.meta
+0
-20
Assets/Plugins/System.Xml.dll
Assets/Plugins/System.Xml.dll
+0
-0
Assets/Plugins/System.Xml.dll.meta
Assets/Plugins/System.Xml.dll.meta
+0
-20
Assets/Plugins/high_light.meta
Assets/Plugins/high_light.meta
+0
-9
Assets/Plugins/high_light_plugin/HighlightingBlur.shader
Assets/Plugins/high_light_plugin/HighlightingBlur.shader
+3
-1
Assets/Plugins/high_light_plugin/HighlightingComposite.shader
...ts/Plugins/high_light_plugin/HighlightingComposite.shader
+3
-1
Assets/Plugins/high_light_plugin/HighlightingInclude.cginc
Assets/Plugins/high_light_plugin/HighlightingInclude.cginc
+4
-2
Assets/SibylSystem/Ocgcore/OCGobjects/gameCard.cs
Assets/SibylSystem/Ocgcore/OCGobjects/gameCard.cs
+12
-12
Assets/SibylSystem/Ocgcore/OCGobjects/gameField.cs
Assets/SibylSystem/Ocgcore/OCGobjects/gameField.cs
+4
-4
Assets/SibylSystem/Ocgcore/Ocgcore.cs
Assets/SibylSystem/Ocgcore/Ocgcore.cs
+4
-4
Assets/SibylSystem/Program.cs
Assets/SibylSystem/Program.cs
+10
-10
Assets/SibylSystem/ResourceManagers/GameTextureManager.cs
Assets/SibylSystem/ResourceManagers/GameTextureManager.cs
+1
-1
Assets/SibylSystem/WindowServantSP.cs
Assets/SibylSystem/WindowServantSP.cs
+3
-3
Assets/SibylSystem/deckManager/DeckManager.cs
Assets/SibylSystem/deckManager/DeckManager.cs
+2
-2
Assets/old/Ocgcore/overlay_light/overlay_light.cs
Assets/old/Ocgcore/overlay_light/overlay_light.cs
+1
-1
Assets/old/Resources/Shaders/Unlit - Premultiplied Colored (TextureClip).shader
...haders/Unlit - Premultiplied Colored (TextureClip).shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Premultiplied Colored 1.shader
.../Resources/Shaders/Unlit - Premultiplied Colored 1.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Premultiplied Colored 2.shader
.../Resources/Shaders/Unlit - Premultiplied Colored 2.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Premultiplied Colored 3.shader
.../Resources/Shaders/Unlit - Premultiplied Colored 3.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Premultiplied Colored.shader
...ld/Resources/Shaders/Unlit - Premultiplied Colored.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Text (TextureClip).shader
...s/old/Resources/Shaders/Unlit - Text (TextureClip).shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Text 1.shader
Assets/old/Resources/Shaders/Unlit - Text 1.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Text 2.shader
Assets/old/Resources/Shaders/Unlit - Text 2.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Text 3.shader
Assets/old/Resources/Shaders/Unlit - Text 3.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Text.shader
Assets/old/Resources/Shaders/Unlit - Text.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Colored (Packed) (TextureClip).shader
...Unlit - Transparent Colored (Packed) (TextureClip).shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Colored (TextureClip).shader
.../Shaders/Unlit - Transparent Colored (TextureClip).shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Colored 1.shader
...ld/Resources/Shaders/Unlit - Transparent Colored 1.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Colored 2.shader
...ld/Resources/Shaders/Unlit - Transparent Colored 2.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Colored 3.shader
...ld/Resources/Shaders/Unlit - Transparent Colored 3.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Colored.shader
.../old/Resources/Shaders/Unlit - Transparent Colored.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Masked 1.shader
...old/Resources/Shaders/Unlit - Transparent Masked 1.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Masked 2.shader
...old/Resources/Shaders/Unlit - Transparent Masked 2.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Masked 3.shader
...old/Resources/Shaders/Unlit - Transparent Masked 3.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Masked.shader
...s/old/Resources/Shaders/Unlit - Transparent Masked.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Packed 1.shader
...old/Resources/Shaders/Unlit - Transparent Packed 1.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Packed 2.shader
...old/Resources/Shaders/Unlit - Transparent Packed 2.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Packed 3.shader
...old/Resources/Shaders/Unlit - Transparent Packed 3.shader
+3
-1
Assets/old/Resources/Shaders/Unlit - Transparent Packed.shader
...s/old/Resources/Shaders/Unlit - Transparent Packed.shader
+3
-1
Assets/old/UiverseAssests/TextMesh Pro/Examples/Scripts/FloatingText.cs
...erseAssests/TextMesh Pro/Examples/Scripts/FloatingText.cs
+2
-2
Assets/old/UiverseAssests/TextMesh Pro/Examples/Sprites.meta
Assets/old/UiverseAssests/TextMesh Pro/Examples/Sprites.meta
+0
-9
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_Bitmap-Mobile.shader
...TextMesh Pro/Resources/Shaders/TMPro_Bitmap-Mobile.shader
+3
-1
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_Bitmap.shader
...ssests/TextMesh Pro/Resources/Shaders/TMPro_Bitmap.shader
+3
-1
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_SDF Overlay.shader
...s/TextMesh Pro/Resources/Shaders/TMPro_SDF Overlay.shader
+5
-2
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_SDF-Mobile II.shader
...TextMesh Pro/Resources/Shaders/TMPro_SDF-Mobile II.shader
+3
-1
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_SDF-Mobile Overlay.shader
...esh Pro/Resources/Shaders/TMPro_SDF-Mobile Overlay.shader
+3
-1
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_SDF-Mobile.shader
...ts/TextMesh Pro/Resources/Shaders/TMPro_SDF-Mobile.shader
+3
-1
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_SDF.shader
...seAssests/TextMesh Pro/Resources/Shaders/TMPro_SDF.shader
+5
-2
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc
...ssests/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc
+5
-2
Assets/old/UiverseAssests/TextMesh Pro/Scripts/InlineGraphic.cs
.../old/UiverseAssests/TextMesh Pro/Scripts/InlineGraphic.cs
+3
-8
Assets/old/UiverseAssests/TextMesh Pro/Scripts/TextMeshProUGUI.cs
...ld/UiverseAssests/TextMesh Pro/Scripts/TextMeshProUGUI.cs
+4
-0
Assets/old/UiverseAssests/TextMesh Pro/User Guide.meta
Assets/old/UiverseAssests/TextMesh Pro/User Guide.meta
+0
-9
Assets/old/UiverseAssests/art_plugin/MagicEffectsLightningVol01/FX_Prefabs/fx_magic_lightning_summon.meta
...sLightningVol01/FX_Prefabs/fx_magic_lightning_summon.meta
+0
-9
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/Distortion.shader
...in/attack_light_line/Shaders/Distortion/Distortion.shader
+3
-1
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/DistortionCullBack+1.shader
...light_line/Shaders/Distortion/DistortionCullBack+1.shader
+3
-1
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/DistortionCullOff.shader
...ck_light_line/Shaders/Distortion/DistortionCullOff.shader
+3
-1
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/DistortionCutOut.shader
...ack_light_line/Shaders/Distortion/DistortionCutOut.shader
+4
-2
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/DistortionCutOutBack.shader
...light_line/Shaders/Distortion/DistortionCutOutBack.shader
+3
-1
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/Free/FreeDistortionCullBack.shader
...ine/Shaders/Distortion/Free/FreeDistortionCullBack.shader
+3
-1
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/Free/FreeDistortionCullOff.shader
...line/Shaders/Distortion/Free/FreeDistortionCullOff.shader
+3
-1
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/Free/FreeDistortionCutOut.shader
..._line/Shaders/Distortion/Free/FreeDistortionCutOut.shader
+4
-2
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/GlowAdditive.shader
.../art_plugin/attack_light_line/Shaders/GlowAdditive.shader
+4
-2
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/GlowAdditiveSimple.shader
...lugin/attack_light_line/Shaders/GlowAdditiveSimple.shader
+3
-1
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/GlowAdditiveTwoColor.shader
...gin/attack_light_line/Shaders/GlowAdditiveTwoColor.shader
+4
-2
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Particles.shader
...sts/art_plugin/attack_light_line/Shaders/Particles.shader
+3
-1
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Rim.shader
...seAssests/art_plugin/attack_light_line/Shaders/Rim.shader
+4
-2
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Water.shader
...Assests/art_plugin/attack_light_line/Shaders/Water.shader
+4
-2
Assets/old/UiverseAssests/art_plugin/thunder/ocgcore/thunder_locator.cs
...erseAssests/art_plugin/thunder/ocgcore/thunder_locator.cs
+2
-2
ProjectSettings/ClusterInputManager.asset
ProjectSettings/ClusterInputManager.asset
+0
-0
ProjectSettings/ProjectSettings.asset
ProjectSettings/ProjectSettings.asset
+0
-0
ProjectSettings/ProjectVersion.txt
ProjectSettings/ProjectVersion.txt
+1
-2
ProjectSettings/UnityConnectSettings.asset
ProjectSettings/UnityConnectSettings.asset
+0
-0
No files found.
.gitignore
View file @
f10b1c35
Library/
Temp/
.vs/
*.sln
*.csproj
Assets/ArtSystem/WaterBlur.shader
View file @
f10b1c35
Shader
"Custom/WaterBlur"
{
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Custom/WaterBlur"
{
Properties
{
_blurSizeXY
(
"BlurSizeXY"
,
Range
(
0
,
10
))
=
2
}
...
...
@@ -29,7 +31,7 @@ struct v2f {
v2f
vert
(
data
i
){
v2f
o
;
o
.
position
=
mul
(
UNITY_MATRIX_MVP
,
i
.
vertex
);
o
.
position
=
UnityObjectToClipPos
(
i
.
vertex
);
o
.
screenPos
=
o
.
position
;
return
o
;
}
...
...
Assets/ArtSystem/arrow/Mega-Fiers/Scripts/MegaFiers/MegaShape/MegaMeshPage.cs
View file @
f10b1c35
...
...
@@ -370,7 +370,7 @@ public class MegaMeshPage : MonoBehaviour
BuildTangents
(
mesh
);
if
(
optimize
)
mesh
.
Optimize
()
;
;
mesh
.
RecalculateBounds
();
}
...
...
@@ -633,7 +633,7 @@ public class MegaMeshPage : MonoBehaviour
BuildTangents
(
mesh
);
if
(
optimize
)
mesh
.
Optimize
()
;
;
mesh
.
RecalculateBounds
();
}
...
...
Assets/ArtSystem/arrow/Shader/ArrowShader.shader
View file @
f10b1c35
Shader
"Custom/ArrowShader"
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Custom/ArrowShader"
{
Properties
{
...
...
@@ -61,7 +63,7 @@
v2f
vert_arrow
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
texcoord
=
TRANSFORM_TEX
(
v
.
texcoord
,
_MainTex
);
return
o
;
}
...
...
Assets/ArtSystem/blur/RapidBlurEffect.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Learning Unity Shader/Lecture 15/RapidBlurEffect"
{
//-----------------------------------【属性 || Properties】------------------------------------------
...
...
@@ -126,7 +128,7 @@ Shader "Learning Unity Shader/Lecture 15/RapidBlurEffect"
//【6.2】填充输出结构
//将三维空间中的坐标投影到二维窗口
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
//对图像的降采样:取像素上下左右周围的点,分别存于四级纹理坐标中
o
.
uv20
=
v
.
texcoord
+
_MainTex_TexelSize
.
xy
*
half2
(
0
.
5
h
,
0
.
5
h
);;
o
.
uv21
=
v
.
texcoord
+
_MainTex_TexelSize
.
xy
*
half2
(
-
0
.
5
h
,
-
0
.
5
h
);
...
...
@@ -172,7 +174,7 @@ Shader "Learning Unity Shader/Lecture 15/RapidBlurEffect"
//【9.2】填充输出结构
//将三维空间中的坐标投影到二维窗口
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
//纹理坐标
o
.
uv
=
half4
(
v
.
texcoord
.
xy
,
1
,
1
);
//计算X方向的偏移量
...
...
@@ -190,7 +192,7 @@ Shader "Learning Unity Shader/Lecture 15/RapidBlurEffect"
//【10.2】填充输出结构
//将三维空间中的坐标投影到二维窗口
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
//纹理坐标
o
.
uv
=
half4
(
v
.
texcoord
.
xy
,
1
,
1
);
//计算Y方向的偏移量
...
...
Assets/ArtSystem/deckManager/MonoCardInDeckManager.cs
View file @
f10b1c35
...
...
@@ -16,7 +16,7 @@ public class MonoCardInDeckManager : MonoBehaviour {
if
(
pic
!=
null
)
{
loadedPicCode
=
cardData
.
Id
;
gameObject
.
transform
.
Find
Child
(
"face"
).
GetComponent
<
Renderer
>().
material
.
mainTexture
=
pic
;
gameObject
.
transform
.
Find
(
"face"
).
GetComponent
<
Renderer
>().
material
.
mainTexture
=
pic
;
}
}
if
(
Program
.
I
().
deckManager
.
currentBanlist
!=
loaded_banlist
)
...
...
Assets/ArtSystem/deckManager/forceColor.cs
View file @
f10b1c35
...
...
@@ -11,7 +11,7 @@ public class forceColor : MonoBehaviour {
DestroyImmediate
(
item
);
}
Color
c
;
UnityEngine
.
Color
.
TryParseHex
String
(
Config
.
Getui
(
"allUI.color"
),
out
c
);
ColorUtility
.
TryParseHtml
String
(
Config
.
Getui
(
"allUI.color"
),
out
c
);
var
sprites
=
GetComponentsInChildren
<
UISprite
>();
foreach
(
var
item
in
sprites
)
{
...
...
@@ -27,7 +27,7 @@ public class forceColor : MonoBehaviour {
}
}
}
UnityEngine
.
Color
.
TryParseHex
String
(
Config
.
Getui
(
"List.color"
),
out
c
);
ColorUtility
.
TryParseHtml
String
(
Config
.
Getui
(
"List.color"
),
out
c
);
var
lists
=
GetComponentsInChildren
<
UIPopupList
>();
foreach
(
var
item
in
lists
)
{
...
...
@@ -41,7 +41,7 @@ public class forceColor : MonoBehaviour {
{
}
}
UnityEngine
.
Color
.
TryParseHex
String
(
Config
.
Getui
(
"lable.color"
),
out
c
);
ColorUtility
.
TryParseHtml
String
(
Config
.
Getui
(
"lable.color"
),
out
c
);
var
ls
=
GetComponentsInChildren
<
UILabel
>();
foreach
(
var
item
in
ls
)
{
...
...
@@ -49,7 +49,7 @@ public class forceColor : MonoBehaviour {
item
.
gradientTop
=
c
;
item
.
gradientBottom
=
Color
.
gray
;
}
UnityEngine
.
Color
.
TryParseHex
String
(
Config
.
Getui
(
"lable.color.fadecolor"
),
out
c
);
ColorUtility
.
TryParseHtml
String
(
Config
.
Getui
(
"lable.color.fadecolor"
),
out
c
);
ls
=
GetComponentsInChildren
<
UILabel
>();
foreach
(
var
item
in
ls
)
{
...
...
Assets/ArtSystem/gameInfo/barPngLoader.cs
View file @
f10b1c35
...
...
@@ -62,7 +62,7 @@ public class barPngLoader : MonoBehaviour {
api_name
.
height
=
int
.
Parse
(
mats
[
1
]);
break
;
case
"playerNameLable.color"
:
Color
.
TryParseHex
String
(
mats
[
1
],
out
c
);
Color
Utility
.
TryParseHtml
String
(
mats
[
1
],
out
c
);
api_name
.
color
=
c
;
api_name
.
gradientTop
=
api_name
.
color
;
break
;
...
...
@@ -107,7 +107,7 @@ public class barPngLoader : MonoBehaviour {
api_healthHint
.
height
=
int
.
Parse
(
mats
[
1
]);
break
;
case
"healthLable.color"
:
Color
.
TryParseHex
String
(
mats
[
1
],
out
c
);
Color
Utility
.
TryParseHtml
String
(
mats
[
1
],
out
c
);
api_healthHint
.
color
=
c
;
api_healthHint
.
gradientTop
=
api_name
.
color
;
break
;
...
...
@@ -152,7 +152,7 @@ public class barPngLoader : MonoBehaviour {
api_timeHint
.
height
=
int
.
Parse
(
mats
[
1
]);
break
;
case
"timeLable.color"
:
Color
.
TryParseHex
String
(
mats
[
1
],
out
c
);
Color
Utility
.
TryParseHtml
String
(
mats
[
1
],
out
c
);
api_timeHint
.
color
=
c
;
api_timeHint
.
gradientTop
=
api_name
.
color
;
break
;
...
...
Assets/ArtSystem/gameInfo/gameInfo.cs
View file @
f10b1c35
...
...
@@ -81,7 +81,7 @@ public class gameInfo : MonoBehaviour
child
.
gameObject
.
layer
=
gameObject
.
layer
;
}
Color
c
;
UnityEngine
.
Color
.
TryParseHex
String
(
Config
.
Getui
(
"gameChainCheckArea.color"
),
out
c
);
ColorUtility
.
TryParseHtml
String
(
Config
.
Getui
(
"gameChainCheckArea.color"
),
out
c
);
UIHelper
.
getByName
<
UISprite
>(
UIHelper
.
getByName
<
UIToggle
>(
gameObject
,
"ignore_"
).
gameObject
,
"Background"
).
color
=
c
;
UIHelper
.
getByName
<
UISprite
>(
UIHelper
.
getByName
<
UIToggle
>(
gameObject
,
"watch_"
).
gameObject
,
"Background"
).
color
=
c
;
UIHelper
.
getByName
<
UISprite
>(
UIHelper
.
getByName
<
UIToggle
>(
gameObject
,
"use_"
).
gameObject
,
"Background"
).
color
=
c
;
...
...
Assets/ArtSystem/glacxy.meta
deleted
100644 → 0
View file @
ff8d0bc2
fileFormatVersion: 2
guid: 868c8ef03b5990d4db7b7e891c456cee
folderAsset: yes
timeCreated: 1495457253
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
Assets/ArtSystem/mouseParticle/UIparticle.prefab
View file @
f10b1c35
No preview for this file type
Assets/ArtSystem/proico.meta
deleted
100644 → 0
View file @
ff8d0bc2
fileFormatVersion: 2
guid: abb23a9422c4bcc4a9613864e7832e63
folderAsset: yes
timeCreated: 1475343881
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
Assets/ArtSystem/superButton/iconSetForButton.cs
View file @
f10b1c35
...
...
@@ -68,7 +68,7 @@ public class iconSetForButton : MonoBehaviour
break
;
}
Color
c
;
UnityEngine
.
Color
.
TryParseHex
String
(
Config
.
Getui
(
"gameButtonSign.color"
),
out
c
);
ColorUtility
.
TryParseHtml
String
(
Config
.
Getui
(
"gameButtonSign.color"
),
out
c
);
UITextureInButton
.
color
=
c
;
}
public
void
setText
(
string
hint
)
...
...
Assets/Editor/RopeEditor.cs
View file @
f10b1c35
...
...
@@ -366,7 +366,7 @@ public class RopeEditor : EditorWindow
ropeObj
.
jointPhysicsSettings
.
interpolation
=
(
RigidbodyInterpolation
)
EditorGUILayout
.
EnumPopup
(
"Interpolation Mode"
,
ropeObj
.
jointPhysicsSettings
.
interpolation
);
GUILayout
.
Space
(
10
);
GUILayout
.
Label
(
"Physics Iteration [Affects ALL Scene Objects]"
);
Physics
.
solverIterationCount
=
(
int
)
EditorGUILayout
.
Slider
(
Physics
.
solverIterationCount
,
5
,
100
);
Physics
.
defaultSolverIterations
=
(
int
)
EditorGUILayout
.
Slider
(
Physics
.
defaultSolverIterations
,
5
,
100
);
GUILayout
.
Space
(
10
);
GUILayout
.
Label
(
"Collision Mode Used in Unity 3.0 ONLY"
);
ropeObj
.
jointPhysicsSettings
.
collisionMode
=
(
Rope2
.
CollisionDetectMode
)
EditorGUILayout
.
EnumPopup
(
"Collision Mode"
,
ropeObj
.
jointPhysicsSettings
.
collisionMode
);
...
...
Assets/NGUI/Examples/Shaders/Refractive.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Transparent/Refractive"
{
Properties
...
...
@@ -64,7 +66,7 @@ Shader "Transparent/Refractive"
void
vert
(
inout
appdata_full
v
,
out
Input
o
)
{
UNITY_INITIALIZE_OUTPUT
(
Input
,
o
);
o
.
position
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
position
=
UnityObjectToClipPos
(
v
.
vertex
);
#if UNITY_UV_STARTS_AT_TOP
float
scale
=
-
1
.
0
;
...
...
Assets/NGUI/Examples/Shaders/Unlit - Masked Colored.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Unlit/Masked Colored"
{
Properties
...
...
@@ -54,7 +56,7 @@ Shader "Unlit/Masked Colored"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
TRANSFORM_TEX
(
v
.
texcoord
,
_MainTex
);
return
o
;
...
...
Assets/NGUI/Scripts/Editor/NGUIEditorExtensions.cs
View file @
f10b1c35
...
...
@@ -32,7 +32,7 @@ public static class NGUIEditorExtensions
{
rt
=
new
RenderTexture
(
width
,
height
,
1
);
rt
.
hideFlags
=
HideFlags
.
HideAndDontSave
;
rt
.
g
enerateMips
=
false
;
rt
.
autoG
enerateMips
=
false
;
rt
.
format
=
RenderTextureFormat
.
ARGB32
;
rt
.
filterMode
=
FilterMode
.
Trilinear
;
rt
.
anisoLevel
=
4
;
...
...
Assets/Plugins/System.Core.dll
deleted
100644 → 0
View file @
ff8d0bc2
File deleted
Assets/Plugins/System.Core.dll.meta
deleted
100644 → 0
View file @
ff8d0bc2
fileFormatVersion: 2
guid: 9c1c3e0c6e0365141b6ce67cbe0fddca
timeCreated: 1480605656
licenseType: Pro
PluginImporter:
serializedVersion: 1
iconMap: {}
executionOrder: {}
isPreloaded: 0
platformData:
Any:
enabled: 1
settings: {}
Editor:
enabled: 0
settings:
DefaultValueInitialized: true
userData:
assetBundleName:
assetBundleVariant:
Assets/Plugins/System.Runtime.Serialization.dll
deleted
100644 → 0
View file @
ff8d0bc2
File deleted
Assets/Plugins/System.Runtime.Serialization.dll.meta
deleted
100644 → 0
View file @
ff8d0bc2
fileFormatVersion: 2
guid: c3340bc7d1fca784fb0aef6f34b3575d
timeCreated: 1480605661
licenseType: Pro
PluginImporter:
serializedVersion: 1
iconMap: {}
executionOrder: {}
isPreloaded: 0
platformData:
Any:
enabled: 1
settings: {}
Editor:
enabled: 0
settings:
DefaultValueInitialized: true
userData:
assetBundleName:
assetBundleVariant:
Assets/Plugins/System.Xml.Linq.dll
deleted
100644 → 0
View file @
ff8d0bc2
File deleted
Assets/Plugins/System.Xml.Linq.dll.meta
deleted
100644 → 0
View file @
ff8d0bc2
fileFormatVersion: 2
guid: 26753383e6341c24da58820bb591b5d7
timeCreated: 1481637485
licenseType: Pro
PluginImporter:
serializedVersion: 1
iconMap: {}
executionOrder: {}
isPreloaded: 0
platformData:
Any:
enabled: 1
settings: {}
Editor:
enabled: 0
settings:
DefaultValueInitialized: true
userData:
assetBundleName:
assetBundleVariant:
Assets/Plugins/System.Xml.dll
deleted
100644 → 0
View file @
ff8d0bc2
File deleted
Assets/Plugins/System.Xml.dll.meta
deleted
100644 → 0
View file @
ff8d0bc2
fileFormatVersion: 2
guid: 4f8fba4113a7984449305cef004c61e9
timeCreated: 1481637487
licenseType: Pro
PluginImporter:
serializedVersion: 1
iconMap: {}
executionOrder: {}
isPreloaded: 0
platformData:
Any:
enabled: 1
settings: {}
Editor:
enabled: 0
settings:
DefaultValueInitialized: true
userData:
assetBundleName:
assetBundleVariant:
Assets/Plugins/high_light.meta
deleted
100644 → 0
View file @
ff8d0bc2
fileFormatVersion: 2
guid: b59e4f5f725a4484d84015652d7df76a
folderAsset: yes
timeCreated: 1470042630
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
Assets/Plugins/high_light_plugin/HighlightingBlur.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Highlighted/Blur"
{
Properties
...
...
@@ -38,7 +40,7 @@ Shader "Hidden/Highlighted/Blur"
{
// Shader code optimized for the Unity shader compiler
v2f
o
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
half2
offs
=
_MainTex_TexelSize
.
xy
*
_OffsetScale
;
...
...
Assets/Plugins/high_light_plugin/HighlightingComposite.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Highlighted/Composite"
{
Properties
...
...
@@ -38,7 +40,7 @@ Shader "Hidden/Highlighted/Composite"
v2f
vert
(
appdata_img
v
)
{
v2f
o
;
o
.
pos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
pos
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
uv
[
0
]
=
v
.
texcoord
.
xy
;
o
.
uv
[
1
]
=
v
.
texcoord
.
xy
;
...
...
Assets/Plugins/high_light_plugin/HighlightingInclude.cginc
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
#ifndef HIGHLIGHTING_CG_INCLUDED
#define HIGHLIGHTING_CG_INCLUDED
...
...
@@ -13,7 +15,7 @@ struct appdata_vert
float4 vert(appdata_vert v) : POSITION
{
return
mul(UNITY_MATRIX_MVP,
v.vertex);
return
UnityObjectToClipPos(
v.vertex);
}
fixed4 frag() : COLOR
...
...
@@ -41,7 +43,7 @@ struct v2f
v2f vert_alpha(appdata_vert_tex v)
{
v2f o;
o.pos =
mul(UNITY_MATRIX_MVP,
v.vertex);
o.pos =
UnityObjectToClipPos(
v.vertex);
o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
...
...
Assets/SibylSystem/Ocgcore/OCGobjects/gameCard.cs
View file @
f10b1c35
...
...
@@ -121,10 +121,10 @@ public class gameCard : OCGobject
public
gameCard
()
{
gameObject
=
Program
.
I
().
create
(
Program
.
I
().
mod_ocgcore_card
);
gameObject_face
=
gameObject
.
transform
.
Find
Child
(
"card"
).
FindChil
d
(
"face"
).
gameObject
;
gameObject_back
=
gameObject
.
transform
.
Find
Child
(
"card"
).
FindChil
d
(
"back"
).
gameObject
;
gameObject_event_main
=
gameObject
.
transform
.
Find
Child
(
"card"
).
FindChil
d
(
"event"
).
gameObject
;
cardHint
=
gameObject
.
transform
.
Find
Child
(
"text"
).
GetComponent
<
TMPro
.
TextMeshPro
>();
gameObject_face
=
gameObject
.
transform
.
Find
(
"card"
).
Fin
d
(
"face"
).
gameObject
;
gameObject_back
=
gameObject
.
transform
.
Find
(
"card"
).
Fin
d
(
"back"
).
gameObject
;
gameObject_event_main
=
gameObject
.
transform
.
Find
(
"card"
).
Fin
d
(
"event"
).
gameObject
;
cardHint
=
gameObject
.
transform
.
Find
(
"text"
).
GetComponent
<
TMPro
.
TextMeshPro
>();
SpSummonFlash
=
insFlash
(
"0099ff"
);
ActiveFlash
=
insFlash
(
"00ff66"
);
SelectFlash
=
insFlash
(
"ff8000"
);
...
...
@@ -962,7 +962,7 @@ public class gameCard : OCGobject
try
{
gameObject_event_main
.
GetComponent
<
MeshCollider
>().
enabled
=
true
;
gameObject
.
transform
.
Find
Child
(
"card"
).
GetComponent
<
animation_floating_slow
>().
enabled
=
true
;
gameObject
.
transform
.
Find
(
"card"
).
GetComponent
<
animation_floating_slow
>().
enabled
=
true
;
}
catch
(
System
.
Exception
e
)
{
...
...
@@ -984,7 +984,7 @@ public class gameCard : OCGobject
try
{
gameObject_event_main
.
GetComponent
<
MeshCollider
>().
enabled
=
false
;
gameObject
.
transform
.
Find
Child
(
"card"
).
GetComponent
<
animation_floating_slow
>().
enabled
=
false
;
gameObject
.
transform
.
Find
(
"card"
).
GetComponent
<
animation_floating_slow
>().
enabled
=
false
;
destroy
(
gameObject_event_card_bed
);
}
catch
(
System
.
Exception
e
)
...
...
@@ -998,7 +998,7 @@ public class gameCard : OCGobject
refreshFunctions
.
Remove
(
this
.
card_verticle_drawing_handler
);
refreshFunctions
.
Remove
(
this
.
monster_cloude_handler
);
refreshFunctions
.
Remove
(
this
.
card_floating_text_handler
);
gameObject
.
transform
.
Find
Child
(
"card"
).
transform
.
localPosition
=
Vector3
.
zero
;
gameObject
.
transform
.
Find
(
"card"
).
transform
.
localPosition
=
Vector3
.
zero
;
set_text
(
""
);
//caculateAbility();
}
...
...
@@ -1007,7 +1007,7 @@ public class gameCard : OCGobject
try
{
gameObject_event_main
.
GetComponent
<
MeshCollider
>().
enabled
=
true
;
gameObject
.
transform
.
Find
Child
(
"card"
).
GetComponent
<
animation_floating_slow
>().
enabled
=
true
;
gameObject
.
transform
.
Find
(
"card"
).
GetComponent
<
animation_floating_slow
>().
enabled
=
true
;
}
catch
(
System
.
Exception
e
)
{
...
...
@@ -2062,9 +2062,9 @@ public class gameCard : OCGobject
flash
.
transform
.
SetParent
(
gameObject_face
.
transform
,
false
);
flash
.
transform
.
localPosition
=
Vector3
.
zero
;
Color
tcl
=
Color
.
yellow
;
Color
.
TryParseHex
String
(
color
,
out
tcl
);
Color
Utility
.
TryParseHtml
String
(
color
,
out
tcl
);
flash
.
flashingStartColor
=
tcl
;
Color
.
TryParseHex
String
(
"000000"
,
out
tcl
);
Color
Utility
.
TryParseHtml
String
(
"000000"
,
out
tcl
);
flash
.
flashingEndColor
=
tcl
;
return
flash
;
}
...
...
@@ -2078,9 +2078,9 @@ public class gameCard : OCGobject
MouseFlash
.
transform
.
SetParent
(
gameObject_face
.
transform
,
false
);
MouseFlash
.
transform
.
localPosition
=
Vector3
.
zero
;
Color
tcl
=
Color
.
yellow
;
Color
.
TryParseHex
String
(
"ff8000"
,
out
tcl
);
Color
Utility
.
TryParseHtml
String
(
"ff8000"
,
out
tcl
);
MouseFlash
.
flashingStartColor
=
tcl
;
Color
.
TryParseHex
String
(
"ffffff"
,
out
tcl
);
Color
Utility
.
TryParseHtml
String
(
"ffffff"
,
out
tcl
);
MouseFlash
.
flashingEndColor
=
tcl
;
}
MouseFlash
.
gameObject
.
SetActive
(
true
);
...
...
Assets/SibylSystem/Ocgcore/OCGobjects/gameField.cs
View file @
f10b1c35
...
...
@@ -297,8 +297,8 @@ public class GameField : OCGobject
if
(
p_hole_me
==
null
)
{
p_hole_me
=
create
(
Program
.
I
().
mod_ocgcore_ss_p_idle_effect
,
new
Vector3
(
0
,
0
,
0
));
p_hole_mel
=
p_hole_me
.
transform
.
Find
Child
(
"l"
);
p_hole_mer
=
p_hole_me
.
transform
.
Find
Child
(
"r"
);
p_hole_mel
=
p_hole_me
.
transform
.
Find
(
"l"
);
p_hole_mer
=
p_hole_me
.
transform
.
Find
(
"r"
);
prereal
=
0
;
}
}
...
...
@@ -317,8 +317,8 @@ public class GameField : OCGobject
if
(
p_hole_op
==
null
)
{
p_hole_op
=
create
(
Program
.
I
().
mod_ocgcore_ss_p_idle_effect
,
new
Vector3
(
0
,
0
,
0
));
p_hole_opl
=
p_hole_op
.
transform
.
Find
Child
(
"l"
);
p_hole_opr
=
p_hole_op
.
transform
.
Find
Child
(
"r"
);
p_hole_opl
=
p_hole_op
.
transform
.
Find
(
"l"
);
p_hole_opr
=
p_hole_op
.
transform
.
Find
(
"r"
);
prereal
=
0
;
}
}
...
...
Assets/SibylSystem/Ocgcore/Ocgcore.cs
View file @
f10b1c35
...
...
@@ -4645,8 +4645,8 @@ public class Ocgcore : ServantWithCardDescription
if
(
psum
)
{
float
real
=
(
Program
.
fieldSize
-
1
)
*
0.9f
+
1f
;
Program
.
I
().
mod_ocgcore_ss_p_sum_effect
.
transform
.
Find
Child
(
"l"
).
localPosition
=
new
Vector3
(-
15.2f
*
real
,
0
,
0
);
Program
.
I
().
mod_ocgcore_ss_p_sum_effect
.
transform
.
Find
Child
(
"r"
).
localPosition
=
new
Vector3
(
14.65f
*
real
,
0
,
0
);
Program
.
I
().
mod_ocgcore_ss_p_sum_effect
.
transform
.
Find
(
"l"
).
localPosition
=
new
Vector3
(-
15.2f
*
real
,
0
,
0
);
Program
.
I
().
mod_ocgcore_ss_p_sum_effect
.
transform
.
Find
(
"r"
).
localPosition
=
new
Vector3
(
14.65f
*
real
,
0
,
0
);
MonoBehaviour
.
Destroy
((
GameObject
)
MonoBehaviour
.
Instantiate
(
Program
.
I
().
mod_ocgcore_ss_p_sum_effect
,
pvector
,
Quaternion
.
identity
),
5f
);
}
}
...
...
@@ -4719,8 +4719,8 @@ public class Ocgcore : ServantWithCardDescription
if
(
psum
)
{
float
real
=
(
Program
.
fieldSize
-
1
)
*
0.9f
+
1f
;
Program
.
I
().
mod_ocgcore_ss_p_sum_effect
.
transform
.
Find
Child
(
"l"
).
localPosition
=
new
Vector3
(-
15.2f
*
real
,
0
,
0
);
Program
.
I
().
mod_ocgcore_ss_p_sum_effect
.
transform
.
Find
Child
(
"r"
).
localPosition
=
new
Vector3
(
14.65f
*
real
,
0
,
0
);
Program
.
I
().
mod_ocgcore_ss_p_sum_effect
.
transform
.
Find
(
"l"
).
localPosition
=
new
Vector3
(-
15.2f
*
real
,
0
,
0
);
Program
.
I
().
mod_ocgcore_ss_p_sum_effect
.
transform
.
Find
(
"r"
).
localPosition
=
new
Vector3
(
14.65f
*
real
,
0
,
0
);
MonoBehaviour
.
Destroy
((
GameObject
)
MonoBehaviour
.
Instantiate
(
Program
.
I
().
mod_ocgcore_ss_p_sum_effect
,
pvector
,
Quaternion
.
identity
),
5f
);
}
...
...
Assets/SibylSystem/Program.cs
View file @
f10b1c35
...
...
@@ -451,22 +451,22 @@ public class Program : MonoBehaviour
if
(
ui_back_ground_2d
==
null
)
{
ui_back_ground_2d
=
create
(
mod_ui_2d
);
camera_back_ground_2d
=
ui_back_ground_2d
.
transform
.
Find
Child
(
"Camera"
).
GetComponent
<
Camera
>();
camera_back_ground_2d
=
ui_back_ground_2d
.
transform
.
Find
(
"Camera"
).
GetComponent
<
Camera
>();
}
camera_back_ground_2d
.
depth
=
-
2
;
ui_back_ground_2d
.
layer
=
8
;
ui_back_ground_2d
.
transform
.
Find
Child
(
"Camera"
).
gameObject
.
layer
=
8
;
ui_back_ground_2d
.
transform
.
Find
(
"Camera"
).
gameObject
.
layer
=
8
;
camera_back_ground_2d
.
cullingMask
=
(
int
)
Mathf
.
Pow
(
2
,
8
);
camera_back_ground_2d
.
clearFlags
=
CameraClearFlags
.
Depth
;
if
(
ui_container_3d
==
null
)
{
ui_container_3d
=
create
(
mod_ui_3d
);
camera_container_3d
=
ui_container_3d
.
transform
.
Find
Child
(
"Camera"
).
GetComponent
<
Camera
>();
camera_container_3d
=
ui_container_3d
.
transform
.
Find
(
"Camera"
).
GetComponent
<
Camera
>();
}
camera_container_3d
.
depth
=
-
1
;
ui_container_3d
.
layer
=
9
;
ui_container_3d
.
transform
.
Find
Child
(
"Camera"
).
gameObject
.
layer
=
9
;
ui_container_3d
.
transform
.
Find
(
"Camera"
).
gameObject
.
layer
=
9
;
camera_container_3d
.
cullingMask
=
(
int
)
Mathf
.
Pow
(
2
,
9
);
camera_container_3d
.
fieldOfView
=
75
;
camera_container_3d
.
rect
=
camera_game_main
.
rect
;
...
...
@@ -481,11 +481,11 @@ public class Program : MonoBehaviour
if
(
ui_main_2d
==
null
)
{
ui_main_2d
=
create
(
mod_ui_2d
);
camera_main_2d
=
ui_main_2d
.
transform
.
Find
Child
(
"Camera"
).
GetComponent
<
Camera
>();
camera_main_2d
=
ui_main_2d
.
transform
.
Find
(
"Camera"
).
GetComponent
<
Camera
>();
}
camera_main_2d
.
depth
=
3
;
ui_main_2d
.
layer
=
11
;
ui_main_2d
.
transform
.
Find
Child
(
"Camera"
).
gameObject
.
layer
=
11
;
ui_main_2d
.
transform
.
Find
(
"Camera"
).
gameObject
.
layer
=
11
;
camera_main_2d
.
cullingMask
=
(
int
)
Mathf
.
Pow
(
2
,
11
);
camera_main_2d
.
clearFlags
=
CameraClearFlags
.
Depth
;
...
...
@@ -493,11 +493,11 @@ public class Program : MonoBehaviour
if
(
ui_windows_2d
==
null
)
{
ui_windows_2d
=
create
(
mod_ui_2d
);
camera_windows_2d
=
ui_windows_2d
.
transform
.
Find
Child
(
"Camera"
).
GetComponent
<
Camera
>();
camera_windows_2d
=
ui_windows_2d
.
transform
.
Find
(
"Camera"
).
GetComponent
<
Camera
>();
}
camera_windows_2d
.
depth
=
2
;
ui_windows_2d
.
layer
=
19
;
ui_windows_2d
.
transform
.
Find
Child
(
"Camera"
).
gameObject
.
layer
=
19
;
ui_windows_2d
.
transform
.
Find
(
"Camera"
).
gameObject
.
layer
=
19
;
camera_windows_2d
.
cullingMask
=
(
int
)
Mathf
.
Pow
(
2
,
19
);
camera_windows_2d
.
clearFlags
=
CameraClearFlags
.
Depth
;
...
...
@@ -505,11 +505,11 @@ public class Program : MonoBehaviour
if
(
ui_main_3d
==
null
)
{
ui_main_3d
=
create
(
mod_ui_3d
);
camera_main_3d
=
ui_main_3d
.
transform
.
Find
Child
(
"Camera"
).
GetComponent
<
Camera
>();
camera_main_3d
=
ui_main_3d
.
transform
.
Find
(
"Camera"
).
GetComponent
<
Camera
>();
}
camera_main_3d
.
depth
=
1
;
ui_main_3d
.
layer
=
10
;
ui_main_3d
.
transform
.
Find
Child
(
"Camera"
).
gameObject
.
layer
=
10
;
ui_main_3d
.
transform
.
Find
(
"Camera"
).
gameObject
.
layer
=
10
;
camera_main_3d
.
cullingMask
=
(
int
)
Mathf
.
Pow
(
2
,
10
);
camera_main_3d
.
fieldOfView
=
75
;
camera_main_3d
.
rect
=
new
Rect
(
0
,
0
,
1
,
1
);
...
...
Assets/SibylSystem/ResourceManagers/GameTextureManager.cs
View file @
f10b1c35
...
...
@@ -909,7 +909,7 @@ public class GameTextureManager
N
.
Apply
();
try
{
UnityEngine
.
Color
.
TryParseHex
String
(
File
.
ReadAllText
(
"texture\\duel\\chainColor.txt"
),
out
chainColor
);
ColorUtility
.
TryParseHtml
String
(
File
.
ReadAllText
(
"texture\\duel\\chainColor.txt"
),
out
chainColor
);
}
catch
(
Exception
)
{
...
...
Assets/SibylSystem/WindowServantSP.cs
View file @
f10b1c35
...
...
@@ -11,7 +11,7 @@ public class WindowServantSP : Servant
{
if
(
gameObject
!=
null
)
{
var
glass
=
gameObject
.
transform
.
Find
Child
(
"glass"
);
var
glass
=
gameObject
.
transform
.
Find
(
"glass"
);
UIPanel
pan
=
gameObject
.
GetComponentInChildren
<
UIPanel
>();
if
(
pan
!=
null
)
{
...
...
@@ -35,7 +35,7 @@ public class WindowServantSP : Servant
{
return
;
}
var
glass
=
gameObject
.
transform
.
Find
Child
(
"glass"
);
var
glass
=
gameObject
.
transform
.
Find
(
"glass"
);
var
panelKIller
=
gameObject
.
GetComponent
<
panelKIller
>();
if
(
panelKIller
==
null
)
{
...
...
@@ -74,7 +74,7 @@ public class WindowServantSP : Servant
panelKIller
=
gameObject
.
AddComponent
<
panelKIller
>();
}
panelKIller
.
set
(
true
);
var
glass
=
gameObject
.
transform
.
Find
Child
(
"glass"
);
var
glass
=
gameObject
.
transform
.
Find
(
"glass"
);
if
(
glass
!=
null
)
{
glass
.
gameObject
.
SetActive
(
true
);
...
...
Assets/SibylSystem/deckManager/DeckManager.cs
View file @
f10b1c35
...
...
@@ -1627,8 +1627,8 @@ public class DeckManager : ServantWithCardDescription
if
(
r
==
null
)
{
r
=
Program
.
I
().
create
(
Program
.
I
().
new_mod_cardInDeckManager
).
AddComponent
<
MonoCardInDeckManager
>();
r
.
gameObject
.
transform
.
Find
Child
(
"back"
).
gameObject
.
GetComponent
<
Renderer
>().
material
.
mainTexture
=
GameTextureManager
.
myBack
;
r
.
gameObject
.
transform
.
Find
Child
(
"face"
).
gameObject
.
GetComponent
<
Renderer
>().
material
.
mainTexture
=
GameTextureManager
.
myBack
;
r
.
gameObject
.
transform
.
Find
(
"back"
).
gameObject
.
GetComponent
<
Renderer
>().
material
.
mainTexture
=
GameTextureManager
.
myBack
;
r
.
gameObject
.
transform
.
Find
(
"face"
).
gameObject
.
GetComponent
<
Renderer
>().
material
.
mainTexture
=
GameTextureManager
.
myBack
;
}
r
.
gameObject
.
transform
.
position
=
new
Vector3
(
0
,
5
,
0
);
r
.
gameObject
.
transform
.
eulerAngles
=
new
Vector3
(
90
,
0
,
0
);
...
...
Assets/old/Ocgcore/overlay_light/overlay_light.cs
View file @
f10b1c35
...
...
@@ -8,7 +8,7 @@ public class overlay_light : MonoBehaviour {
{
try
{
l
=
gameObject
.
transform
.
Find
Child
(
"light"
).
gameObject
;
l
=
gameObject
.
transform
.
Find
(
"light"
).
gameObject
;
v
=
new
Vector3
(
get_rand
(),
get_rand
(),
get_rand
());
Vector3
chuizhi
=
(
new
Vector3
(
1
,
1
,
-(
v
.
x
+
v
.
y
)
/
v
.
z
))
/
Vector3
.
Distance
(
Vector3
.
zero
,
new
Vector3
(
1
,
1
,
-(
v
.
x
+
v
.
y
)
/
v
.
z
));
l
.
transform
.
localPosition
=
chuizhi
*
5
;
...
...
Assets/old/Resources/Shaders/Unlit - Premultiplied Colored (TextureClip).shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Community contribution: http://www.tasharen.com/forum/index.php?topic=9268.0
Shader
"Hidden/Unlit/Premultiplied Colored (TextureClip)"
{
...
...
@@ -55,7 +57,7 @@ Shader "Hidden/Unlit/Premultiplied Colored (TextureClip)"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
clipUV
=
(
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
)
*
0
.
5
+
float2
(
0
.
5
,
0
.
5
);
...
...
Assets/old/Resources/Shaders/Unlit - Premultiplied Colored 1.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Premultiplied Colored 1"
{
Properties
...
...
@@ -54,7 +56,7 @@ Shader "Hidden/Unlit/Premultiplied Colored 1"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Premultiplied Colored 2.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Premultiplied Colored 2"
{
Properties
...
...
@@ -64,7 +66,7 @@ Shader "Hidden/Unlit/Premultiplied Colored 2"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
.
xy
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Premultiplied Colored 3.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Premultiplied Colored 3"
{
Properties
...
...
@@ -67,7 +69,7 @@ Shader "Hidden/Unlit/Premultiplied Colored 3"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
.
xy
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Premultiplied Colored.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Unlit/Premultiplied Colored"
{
Properties
...
...
@@ -52,7 +54,7 @@ Shader "Unlit/Premultiplied Colored"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
texcoord
=
v
.
texcoord
;
o
.
color
=
v
.
color
;
return
o
;
...
...
Assets/old/Resources/Shaders/Unlit - Text (TextureClip).shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Text (TextureClip)"
{
Properties
...
...
@@ -53,7 +55,7 @@ Shader "Hidden/Unlit/Text (TextureClip)"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
clipUV
=
(
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
)
*
0
.
5
+
float2
(
0
.
5
,
0
.
5
);
...
...
Assets/old/Resources/Shaders/Unlit - Text 1.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Text 1"
{
Properties
...
...
@@ -54,7 +56,7 @@ Shader "Hidden/Unlit/Text 1"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Text 2.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Text 2"
{
Properties
...
...
@@ -64,7 +66,7 @@ Shader "Hidden/Unlit/Text 2"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
.
xy
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Text 3.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Text 3"
{
Properties
...
...
@@ -67,7 +69,7 @@ Shader "Hidden/Unlit/Text 3"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
.
xy
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Text.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Unlit/Text"
{
Properties
...
...
@@ -50,7 +52,7 @@ Shader "Unlit/Text"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
texcoord
=
v
.
texcoord
;
o
.
color
=
v
.
color
;
return
o
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Colored (Packed) (TextureClip).shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Unlit/Transparent Colored (Packed) (TextureClip)"
{
Properties
...
...
@@ -54,7 +56,7 @@ Shader "Unlit/Transparent Colored (Packed) (TextureClip)"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
=
TRANSFORM_TEX
(
v
.
vertex
.
xy
,
_MainTex
);
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Colored (TextureClip).shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Community contribution: http://www.tasharen.com/forum/index.php?topic=9268.0
Shader
"Hidden/Unlit/Transparent Colored (TextureClip)"
{
...
...
@@ -54,7 +56,7 @@ Shader "Hidden/Unlit/Transparent Colored (TextureClip)"
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
clipUV
=
(
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
)
*
0
.
5
+
float2
(
0
.
5
,
0
.
5
);
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Colored 1.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Transparent Colored 1"
{
Properties
...
...
@@ -55,7 +57,7 @@ Shader "Hidden/Unlit/Transparent Colored 1"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Colored 2.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Transparent Colored 2"
{
Properties
...
...
@@ -65,7 +67,7 @@ Shader "Hidden/Unlit/Transparent Colored 2"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
.
xy
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Colored 3.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Transparent Colored 3"
{
Properties
...
...
@@ -68,7 +70,7 @@ Shader "Hidden/Unlit/Transparent Colored 3"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
.
xy
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Colored.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Unlit/Transparent Colored"
{
Properties
...
...
@@ -51,7 +53,7 @@ Shader "Unlit/Transparent Colored"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
texcoord
=
v
.
texcoord
;
o
.
color
=
v
.
color
;
return
o
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Masked 1.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Transparent Masked 1"
{
Properties
...
...
@@ -59,7 +61,7 @@ Shader "Hidden/Unlit/Transparent Masked 1"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
texcoord1
=
v
.
texcoord1
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Masked 2.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Transparent Masked 2"
{
Properties
...
...
@@ -69,7 +71,7 @@ Shader "Hidden/Unlit/Transparent Masked 2"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
texcoord1
=
v
.
texcoord1
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Masked 3.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Transparent Masked 3"
{
Properties
...
...
@@ -72,7 +74,7 @@ Shader "Hidden/Unlit/Transparent Masked 3"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
texcoord1
=
v
.
texcoord1
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Masked.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Unlit/Transparent Masked"
{
Properties
...
...
@@ -55,7 +57,7 @@ Shader "Unlit/Transparent Masked"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
texcoord
=
v
.
texcoord
;
o
.
texcoord1
=
v
.
texcoord1
;
o
.
color
=
v
.
color
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Packed 1.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Transparent Packed 1"
{
Properties
...
...
@@ -55,7 +57,7 @@ Shader "Hidden/Unlit/Transparent Packed 1"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Packed 2.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Transparent Packed 2"
{
Properties
...
...
@@ -65,7 +67,7 @@ Shader "Hidden/Unlit/Transparent Packed 2"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
.
xy
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Packed 3.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Hidden/Unlit/Transparent Packed 3"
{
Properties
...
...
@@ -68,7 +70,7 @@ Shader "Hidden/Unlit/Transparent Packed 3"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
o
.
worldPos
.
xy
=
v
.
vertex
.
xy
*
_ClipRange0
.
zw
+
_ClipRange0
.
xy
;
...
...
Assets/old/Resources/Shaders/Unlit - Transparent Packed.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Unlit/Transparent Packed"
{
Properties
...
...
@@ -53,7 +55,7 @@ Shader "Unlit/Transparent Packed"
v2f
vert
(
appdata_t
v
)
{
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
v
.
texcoord
;
return
o
;
...
...
Assets/old/UiverseAssests/TextMesh Pro/Examples/Scripts/FloatingText.cs
View file @
f10b1c35
...
...
@@ -10,7 +10,7 @@ namespace TMPro.Examples
private
GameObject
m_floatingText
;
private
TextMeshPro
m_textMeshPro
;
private
TextMesh
m_textMesh
;
private
NavMeshAgent
m_navAgent
;
private
UnityEngine
.
AI
.
NavMeshAgent
m_navAgent
;
private
Transform
m_transform
;
private
Transform
m_floatingText_Transform
;
...
...
@@ -24,7 +24,7 @@ namespace TMPro.Examples
void
Awake
()
{
m_transform
=
transform
;
m_navAgent
=
GetComponent
<
NavMeshAgent
>();
m_navAgent
=
GetComponent
<
UnityEngine
.
AI
.
NavMeshAgent
>();
m_floatingText
=
new
GameObject
(
m_transform
.
name
+
" floating text"
);
m_floatingText_Transform
=
m_floatingText
.
transform
;
...
...
Assets/old/UiverseAssests/TextMesh Pro/Examples/Sprites.meta
deleted
100644 → 0
View file @
ff8d0bc2
fileFormatVersion: 2
guid: 91fec1b28f9a91b42abd9257cd4d129b
folderAsset: yes
timeCreated: 1458307470
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_Bitmap-Mobile.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"TMPro/Mobile/Bitmap"
{
Properties
{
...
...
@@ -45,7 +47,7 @@ SubShader {
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
UnityPixelSnap
(
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
));
o
.
vertex
=
UnityPixelSnap
(
UnityObjectToClipPos
(
v
.
vertex
));
//o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
o
.
color
=
v
.
color
;
if
(
o
.
color
.
a
>
.
5
)
o
.
color
.
a
-=
.
5
;
...
...
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_Bitmap.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...
...
@@ -69,7 +71,7 @@ SubShader {
float4
vert
=
i
.
vertex
;
vert
.
x
+=
_VertexOffsetX
;
vert
.
y
+=
_VertexOffsetY
;
float4
vPosition
=
UnityPixelSnap
(
mul
(
UNITY_MATRIX_MVP
,
vert
));
float4
vPosition
=
UnityPixelSnap
(
UnityObjectToClipPos
(
vert
));
fixed4
faceColor
=
i
.
color
;
if
(
faceColor
.
a
>
.
5
)
faceColor
.
a
-=
.
5
;
...
...
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_SDF Overlay.shader
View file @
f10b1c35
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreementoutline
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...
...
@@ -135,7 +138,7 @@ SubShader {
vert
.
x
+=
_VertexOffsetX
;
vert
.
y
+=
_VertexOffsetY
;
float4
vPosition
=
mul
(
UNITY_MATRIX_MVP
,
vert
);
float4
vPosition
=
UnityObjectToClipPos
(
vert
);
float2
pixelSize
=
vPosition
.
w
;
pixelSize
/=
float2
(
_ScaleX
,
_ScaleY
)
*
abs
(
mul
((
float2x2
)
UNITY_MATRIX_P
,
_ScreenParams
.
xy
));
...
...
@@ -183,7 +186,7 @@ SubShader {
float4
(
input
.
texcoord0
,
UnpackUV
(
input
.
texcoord1
.
x
)),
float4
(
alphaClip
,
scale
,
bias
,
weight
),
float4
(
vert
.
xy
-
_MaskCoord
.
xy
,
.
5
/
pixelSize
.
xy
),
mul
((
float3x3
)
_EnvMatrix
,
_WorldSpaceCameraPos
.
xyz
-
mul
(
_Object2
World
,
vert
).
xyz
),
mul
((
float3x3
)
_EnvMatrix
,
_WorldSpaceCameraPos
.
xyz
-
mul
(
unity_ObjectTo
World
,
vert
).
xyz
),
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4
(
input
.
texcoord0
+
bOffset
,
bScale
,
bBias
),
underlayColor
,
...
...
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_SDF-Mobile II.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...
...
@@ -122,7 +124,7 @@ SubShader {
float4
vert
=
input
.
vertex
;
vert
.
x
+=
_VertexOffsetX
;
vert
.
y
+=
_VertexOffsetY
;
float4
vPosition
=
mul
(
UNITY_MATRIX_MVP
,
vert
);
float4
vPosition
=
UnityObjectToClipPos
(
vert
);
// Derivative Implementation
float2
dx
=
ddx
(
input
.
texcoord0
);
...
...
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_SDF-Mobile Overlay.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...
...
@@ -102,7 +104,7 @@ SubShader {
float4
vert
=
input
.
vertex
;
vert
.
x
+=
_VertexOffsetX
;
vert
.
y
+=
_VertexOffsetY
;
float4
vPosition
=
mul
(
UNITY_MATRIX_MVP
,
vert
);
float4
vPosition
=
UnityObjectToClipPos
(
vert
);
float2
pixelSize
=
vPosition
.
w
;
pixelSize
/=
float2
(
_ScaleX
,
_ScaleY
)
*
abs
(
mul
((
float2x2
)
UNITY_MATRIX_P
,
_ScreenParams
.
xy
));
...
...
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_SDF-Mobile.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...
...
@@ -122,7 +124,7 @@ SubShader {
float4
vert
=
input
.
vertex
;
vert
.
x
+=
_VertexOffsetX
;
vert
.
y
+=
_VertexOffsetY
;
float4
vPosition
=
mul
(
UNITY_MATRIX_MVP
,
vert
);
float4
vPosition
=
UnityObjectToClipPos
(
vert
);
float2
pixelSize
=
vPosition
.
w
;
pixelSize
/=
float2
(
_ScaleX
,
_ScaleY
)
*
abs
(
mul
((
float2x2
)
UNITY_MATRIX_P
,
_ScreenParams
.
xy
));
...
...
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_SDF.shader
View file @
f10b1c35
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreementoutline
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...
...
@@ -157,7 +160,7 @@ SubShader {
float4
vert
=
input
.
vertex
;
vert
.
x
+=
_VertexOffsetX
;
vert
.
y
+=
_VertexOffsetY
;
float4
vPosition
=
mul
(
UNITY_MATRIX_MVP
,
vert
);
float4
vPosition
=
UnityObjectToClipPos
(
vert
);
float2
pixelSize
=
vPosition
.
w
;
pixelSize
/=
float2
(
_ScaleX
,
_ScaleY
)
*
abs
(
mul
((
float2x2
)
UNITY_MATRIX_P
,
_ScreenParams
.
xy
));
...
...
@@ -205,7 +208,7 @@ SubShader {
float4
(
input
.
texcoord0
,
UnpackUV
(
input
.
texcoord1
.
x
)),
float4
(
alphaClip
,
scale
,
bias
,
weight
),
float4
(
vert
.
xy
-
_MaskCoord
.
xy
,
.
5
/
pixelSize
.
xy
),
mul
((
float3x3
)
_EnvMatrix
,
_WorldSpaceCameraPos
.
xyz
-
mul
(
_Object2
World
,
vert
).
xyz
),
mul
((
float3x3
)
_EnvMatrix
,
_WorldSpaceCameraPos
.
xyz
-
mul
(
unity_ObjectTo
World
,
vert
).
xyz
),
#if (UNDERLAY_ON || UNDERLAY_INNER)
float4
(
input
.
texcoord0
+
bOffset
,
bScale
,
bBias
),
underlayColor
,
...
...
Assets/old/UiverseAssests/TextMesh Pro/Resources/Shaders/TMPro_Surface.cginc
View file @
f10b1c35
// Upgrade NOTE: replaced '_Object2World' with 'unity_ObjectToWorld'
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
// Copyright (C) 2014 Stephan Schaem - All Rights Reserved
// This code can only be used under the standard Unity Asset Store End User License Agreement
// A Copy of the EULA APPENDIX 1 is available at http://unity3d.com/company/legal/as_terms
...
...
@@ -19,7 +22,7 @@ void VertShader(inout appdata_full v, out Input data)
data.param.y = 1;//v.texcoord1.y;// * _GradientScale * 1.5;
#else
float4 vert = v.vertex;
float4 vPosition =
mul(UNITY_MATRIX_MVP,
vert);
float4 vPosition =
UnityObjectToClipPos(
vert);
float2 pixelSize = vPosition.w; // * unity_Scale.w;
//pixelSize /= float2(_ScaleX * _ScreenParams.x * UNITY_MATRIX_P[0][0], _ScaleY * _ScreenParams.y * UNITY_MATRIX_P[1][1]);
pixelSize /= float2(_ScaleX, _ScaleY) * mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy);
...
...
@@ -92,7 +95,7 @@ void PixShader(Input input, inout SurfaceOutput o)
n = normalize(n - bump);
// Cubemap reflection
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)
_Object2
World,n)));
fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)
unity_ObjectTo
World,n)));
float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
#else
float3 n = float3(0,0,-1);
...
...
Assets/old/UiverseAssests/TextMesh Pro/Scripts/InlineGraphic.cs
View file @
f10b1c35
...
...
@@ -71,16 +71,11 @@ namespace TMPro
}
protected
override
void
OnFillVBO
(
List
<
UIVertex
>
vbo
)
{
base
.
OnFillVBO
(
vbo
);
//Debug.Log("OnFillVBO called.");
//vbo = m_manager.uiVertex.ToList();
protected
override
void
OnPopulateMesh
(
VertexHelper
vh
)
{
base
.
OnPopulateMesh
(
vh
);
}
}
}
...
...
Assets/old/UiverseAssests/TextMesh Pro/Scripts/TextMeshProUGUI.cs
View file @
f10b1c35
...
...
@@ -1118,6 +1118,10 @@ namespace TMPro
isInputParsingRequired
=
true
;
}
public
void
RecalculateMasking
()
{
throw
new
NotImplementedException
();
}
}
}
...
...
Assets/old/UiverseAssests/TextMesh Pro/User Guide.meta
deleted
100644 → 0
View file @
ff8d0bc2
fileFormatVersion: 2
guid: 863f62626963a6445b92586f336ae65d
folderAsset: yes
timeCreated: 1458307470
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
Assets/old/UiverseAssests/art_plugin/MagicEffectsLightningVol01/FX_Prefabs/fx_magic_lightning_summon.meta
deleted
100644 → 0
View file @
ff8d0bc2
fileFormatVersion: 2
guid: bbaaaa822d3ceb2478f1431c4afd6867
folderAsset: yes
timeCreated: 1470080051
licenseType: Pro
DefaultImporter:
userData:
assetBundleName:
assetBundleVariant:
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/Distortion.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/Distortion/CullBack+1"
{
Properties
{
_Color
(
"Main Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
...
...
@@ -37,7 +39,7 @@ struct Input {
void
vert
(
inout
appdata_full
v
,
out
Input
o
)
{
UNITY_INITIALIZE_OUTPUT
(
Input
,
o
);
float4
oPos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
float4
oPos
=
UnityObjectToClipPos
(
v
.
vertex
);
#if UNITY_UV_STARTS_AT_TOP
float
scale
=
-
1
.
0
;
#else
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/DistortionCullBack+1.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/Distortion/CullBack+2"
{
Properties
{
_Color
(
"Main Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
...
...
@@ -36,7 +38,7 @@ struct Input {
void
vert
(
inout
appdata_full
v
,
out
Input
o
)
{
UNITY_INITIALIZE_OUTPUT
(
Input
,
o
);
float4
oPos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
float4
oPos
=
UnityObjectToClipPos
(
v
.
vertex
);
#if UNITY_UV_STARTS_AT_TOP
float
scale
=
-
1
.
0
;
#else
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/DistortionCullOff.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/Distortion/CullOff+1"
{
Properties
{
_Color
(
"Main Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
...
...
@@ -39,7 +41,7 @@ struct Input {
void
vert
(
inout
appdata_full
v
,
out
Input
o
)
{
UNITY_INITIALIZE_OUTPUT
(
Input
,
o
);
float4
oPos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
float4
oPos
=
UnityObjectToClipPos
(
v
.
vertex
);
#if UNITY_UV_STARTS_AT_TOP
float
scale
=
-
1
.
0
;
#else
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/DistortionCutOut.shader
View file @
f10b1c35
Shader
"Effects/Distortion/CutOutCullOff+1"
{
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/Distortion/CutOutCullOff+1"
{
Properties
{
_Color
(
"Main Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
_MainTex
(
"Base (RGB) Gloss (A)"
,
2
D
)
=
"black"
{}
...
...
@@ -40,7 +42,7 @@ struct Input {
void
vert
(
inout
appdata_full
v
,
out
Input
o
)
{
UNITY_INITIALIZE_OUTPUT
(
Input
,
o
);
float4
oPos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
float4
oPos
=
UnityObjectToClipPos
(
v
.
vertex
);
#if UNITY_UV_STARTS_AT_TOP
float
scale
=
-
1
.
0
;
#else
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/DistortionCutOutBack.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/Distortion/CutOutCullOff"
{
Properties
{
_Color
(
"Main Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
...
...
@@ -40,7 +42,7 @@ struct Input {
void
vert
(
inout
appdata_full
v
,
out
Input
o
)
{
UNITY_INITIALIZE_OUTPUT
(
Input
,
o
);
float4
oPos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
float4
oPos
=
UnityObjectToClipPos
(
v
.
vertex
);
#if UNITY_UV_STARTS_AT_TOP
float
scale
=
-
1
.
0
;
#else
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/Free/FreeDistortionCullBack.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/Distortion/Free/CullBack"
{
Properties
{
_Color
(
"Main Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
...
...
@@ -43,7 +45,7 @@ Category {
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
TRANSFORM_TEX
(
v
.
texcoord
,
_MainTex
);
return
o
;
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/Free/FreeDistortionCullOff.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/Distortion/Free/CullOff"
{
Properties
{
_Color
(
"Main Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
...
...
@@ -43,7 +45,7 @@ Category {
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
TRANSFORM_TEX
(
v
.
texcoord
,
_MainTex
);
return
o
;
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Distortion/Free/FreeDistortionCutOut.shader
View file @
f10b1c35
Shader
"Effects/Distortion/Free/CutOutCullOff"
{
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/Distortion/Free/CutOutCullOff"
{
Properties
{
_Color
(
"Main Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
_MainTex
(
"Base (RGB) Gloss (A)"
,
2
D
)
=
"black"
{}
...
...
@@ -47,7 +49,7 @@ Category {
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
TRANSFORM_TEX
(
v
.
texcoord
,
_MainTex
);
o
.
texcoord1
=
TRANSFORM_TEX
(
v
.
texcoord1
,
_CutoutTex
);
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/GlowAdditive.shader
View file @
f10b1c35
Shader
"Effects/GlowAdditive"
{
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/GlowAdditive"
{
Properties
{
_TintColor
(
"Tint Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
0
.
5
)
_MainTex
(
"Particle Texture"
,
2
D
)
=
"white"
{}
...
...
@@ -50,7 +52,7 @@ Category {
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
#ifdef SOFTPARTICLES_ON
o
.
projPos
=
ComputeScreenPos
(
o
.
vertex
);
COMPUTE_EYEDEPTH
(
o
.
projPos
.
z
);
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/GlowAdditiveSimple.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/GlowAdditiveSimple"
{
Properties
{
_TintColor
(
"Tint Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
0
.
5
)
...
...
@@ -54,7 +56,7 @@ Category {
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
//o.color = v.color;
o
.
texcoord
=
TRANSFORM_TEX
(
v
.
texcoord
,
_MainTex
);
return
o
;
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/GlowAdditiveTwoColor.shader
View file @
f10b1c35
Shader
"Effects/GlowAdditiveTwoColor"
{
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/GlowAdditiveTwoColor"
{
Properties
{
_TintColor
(
"Tint Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
0
.
5
)
_CoreColor
(
"Core Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
0
.
5
)
...
...
@@ -56,7 +58,7 @@ Category {
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
#ifdef SOFTPARTICLES_ON
o
.
projPos
=
ComputeScreenPos
(
o
.
vertex
);
COMPUTE_EYEDEPTH
(
o
.
projPos
.
z
);
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Particles.shader
View file @
f10b1c35
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/Particles"
{
Properties
{
_TintColor
(
"Tint Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
0
.
5
)
...
...
@@ -39,7 +41,7 @@ Category {
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
TRANSFORM_TEX
(
v
.
texcoord
,
_MainTex
);
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Rim.shader
View file @
f10b1c35
Shader
"Effects/Rim"
{
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/Rim"
{
Properties
{
_Color
(
"Rim Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
0
.
5
)
_FPOW
(
"FPOW Fresnel"
,
Float
)
=
5
.
0
...
...
@@ -46,7 +48,7 @@ Category {
v2f
vert
(
appdata_t
v
)
{
v2f
o
;
o
.
vertex
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
o
.
vertex
=
UnityObjectToClipPos
(
v
.
vertex
);
o
.
color
=
v
.
color
;
o
.
texcoord
=
TRANSFORM_TEX
(
v
.
texcoord
,
_MainTex
);
...
...
Assets/old/UiverseAssests/art_plugin/attack_light_line/Shaders/Water.shader
View file @
f10b1c35
Shader
"Effects/Water"
{
// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader
"Effects/Water"
{
Properties
{
_Color
(
"Main Color"
,
Color
)
=
(
1
,
1
,
1
,
1
)
_SpecColor
(
"Specular Color"
,
Color
)
=
(
0
.
5
,
0
.
5
,
0
.
5
,
1
)
...
...
@@ -56,7 +58,7 @@ struct Input {
void
vert
(
inout
appdata_full
v
,
out
Input
o
)
{
UNITY_INITIALIZE_OUTPUT
(
Input
,
o
);
float4
oPos
=
mul
(
UNITY_MATRIX_MVP
,
v
.
vertex
);
float4
oPos
=
UnityObjectToClipPos
(
v
.
vertex
);
#if UNITY_UV_STARTS_AT_TOP
float
scale
=
-
1
.
0
;
#else
...
...
Assets/old/UiverseAssests/art_plugin/thunder/ocgcore/thunder_locator.cs
View file @
f10b1c35
...
...
@@ -14,8 +14,8 @@ public class thunder_locator : MonoBehaviour {
}
// Use this for initialization
void
Start
()
{
leftobj_left
=
gameObject
.
transform
.
Find
Child
(
"left"
).
gameObject
;
rightobj_right
=
gameObject
.
transform
.
Find
Child
(
"right"
).
gameObject
;
leftobj_left
=
gameObject
.
transform
.
Find
(
"left"
).
gameObject
;
rightobj_right
=
gameObject
.
transform
.
Find
(
"right"
).
gameObject
;
}
// Update is called once per frame
...
...
ProjectSettings/ClusterInputManager.asset
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ProjectSettings/ProjectSettings.asset
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ProjectSettings/ProjectVersion.txt
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m_EditorVersion: 5.1.3f1
m_StandardAssetsVersion: 0
m_EditorVersion: 5.6.2f1
ProjectSettings/UnityConnectSettings.asset
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