Add Outline shader and NamedOutline Handler
parent
c826479cc2
commit
dddf94aa0b
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@ -25,14 +25,15 @@ Tree("32_Grotto_Kueche_Intro") {
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BTC.Run("AudioSource.AUDIO.Kueche3FIntro")
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BTC.Run("AudioSource.AUDIO.Kueche3FIntro")
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// Pilze leuchten
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// Pilze leuchten
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// ...
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BTC.Show("NamedGrabEvent/NamedOutline.INTERACTABLES.Steinpilze")
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Composite(Race) {
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Composite(Race) {
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Composite(Sequence) {
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Composite(Sequence) {
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// Pilze ins Wasser Glas legen
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// Pilze ins Wasser Glas legen
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BTC.Run("NamedGrabEvent.INTERACTABLES.Steinpilze")
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BTC.Run("NamedGrabEvent/NamedOutline.INTERACTABLES.Steinpilze")
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BTC.Set("Collider.INTERACTABLES.GlassWasser", "otherTag", "Steinpilze")
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BTC.Set("Collider.INTERACTABLES.GlassWasser", "otherTag", "Steinpilze")
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BTC.Run("Collider.INTERACTABLES.GlassWasser")
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BTC.Run("Collider.INTERACTABLES.GlassWasser")
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BTC.Hide("NamedGrabEvent/NamedOutline.INTERACTABLES.Steinpilze")
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// BTC.GetKeyDown("Return")
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// BTC.GetKeyDown("Return")
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}
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}
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@ -40,8 +41,10 @@ Tree("32_Grotto_Kueche_Intro") {
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// Keine Reaction
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// Keine Reaction
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BTC.Wait(5)
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BTC.Wait(5)
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BTC.Run("AudioSource.AUDIO.Kueche1FSteinpilze")
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BTC.Run("AudioSource.AUDIO.Kueche1FSteinpilze")
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BTC.Run("NamedGrabEvent/NamedOutline.INTERACTABLES.Steinpilze")
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BTC.Set("Collider.INTERACTABLES.GlassWasser", "otherTag", "Steinpilze")
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BTC.Set("Collider.INTERACTABLES.GlassWasser", "otherTag", "Steinpilze")
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BTC.Run("Collider.INTERACTABLES.GlassWasser")
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BTC.Run("Collider.INTERACTABLES.GlassWasser")
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BTC.Hide("NamedGrabEvent/NamedOutline.INTERACTABLES.Steinpilze")
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//BTC.GetKeyDown("Return")
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//BTC.GetKeyDown("Return")
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}
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}
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}
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}
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@ -80,12 +83,12 @@ Tree("32_Grotto_Kueche_Zwiebeln_schneiden") {
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BTC.Run("Collider.INTERACTABLES.Arbeitsflaeche")
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BTC.Run("Collider.INTERACTABLES.Arbeitsflaeche")
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}
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}
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Composite(Sequence) {
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Composite(Sequence) {
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BTC.Run("NamedGrabEvent.INTERACTABLES.Weisswein")
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BTC.Run("NamedGrabEvent/NamedOutline.INTERACTABLES.Weisswein")
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BTC.Set("Collider.INTERACTABLES.Arbeitsflaeche", "otherTag", "Weisswein")
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BTC.Set("Collider.INTERACTABLES.Arbeitsflaeche", "otherTag", "Weisswein")
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BTC.Run("Collider.INTERACTABLES.Arbeitsflaeche")
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BTC.Run("Collider.INTERACTABLES.Arbeitsflaeche")
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}
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}
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Composite(Sequence) {
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Composite(Sequence) {
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BTC.Run("NamedGrabEvent.INTERACTABLES.Bouillon")
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BTC.Run("NamedGrabEvent/NamedOutline.INTERACTABLES.Bouillon")
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BTC.Set("Collider.INTERACTABLES.Arbeitsflaeche", "otherTag", "Bouillon")
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BTC.Set("Collider.INTERACTABLES.Arbeitsflaeche", "otherTag", "Bouillon")
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BTC.Run("Collider.INTERACTABLES.Arbeitsflaeche")
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BTC.Run("Collider.INTERACTABLES.Arbeitsflaeche")
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}
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}
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@ -220,20 +223,22 @@ Tree("32_Grotto_Kueche_Zusammen_Kochen") {
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BTC.Run("AudioSource.AUDIO.Kueche2FZusammenKo")
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BTC.Run("AudioSource.AUDIO.Kueche2FZusammenKo")
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// Wein leuchtet
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// Wein leuchtet
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// ...
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BTC.Show("NamedGrabEvent/NamedOutline.INTERACTABLES.Weisswein")
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// Wein greifen
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// Wein greifen
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BTC.Run("NamedGrabEvent.INTERACTABLES.Weisswein")
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BTC.Run("NamedGrabEvent/NamedOutline.INTERACTABLES.Weisswein")
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BTC.Hide("NamedGrabEvent/NamedOutline.INTERACTABLES.Weisswein")
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// Wein in Topf giessen
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// Wein in Topf giessen
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// ...
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// ...
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BTC.Run("AudioSource.AUDIO.Kueche3FZusammenKo")
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BTC.Run("AudioSource.AUDIO.Kueche3FZusammenKo")
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// Wasserkocher leuchtet
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// Wasserkocher leuchtet
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// ...
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BTC.Show("NamedGrabEvent/NamedOutline.INTERACTABLES.Bouillon")
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// Bouillon greifen
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// Bouillon greifen
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BTC.Run("NamedGrabEvent.INTERACTABLES.Bouillon")
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BTC.Run("NamedGrabEvent/NamedOutline.INTERACTABLES.Bouillon")
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BTC.Hide("NamedGrabEvent/NamedOutline.INTERACTABLES.Bouillon")
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// Bouillon in Topf geben
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// Bouillon in Topf geben
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// ...
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// ...
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@ -50,7 +50,8 @@ public class NamedCollider : ComponentHandler {
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get {
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get {
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return new string[][] {
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return new string[][] {
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new string[] {"Show", null, $"BTC.Show(\"{roomId}\", \"{gameObject.name}\")"},
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new string[] {"Show", null, $"BTC.Show(\"{roomId}\", \"{gameObject.name}\")"},
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new string[] {"Hide", null, $"BTC.Hide(\"{roomId}\", \"{gameObject.name}\")"}
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new string[] {"Hide", null, $"BTC.Hide(\"{roomId}\", \"{gameObject.name}\")"},
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new string[] {"Run", "Return Success on Trigger Event", $"BTC.Run(\"{roomId}\", \"{gameObject.name}\")"},
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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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@ -111,9 +112,9 @@ public class NamedCollider : ComponentHandler {
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_otherColliderTag = "";
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_otherColliderTag = "";
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colliderComponent.isTrigger = false;
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colliderComponent.isTrigger = false;
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if (rigidbodyComponent != null)
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if (rigidbodyComponent != null)
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{
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{
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rigidbodyComponent.isKinematic = false;
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rigidbodyComponent.isKinematic = false;
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}
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}
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}
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}
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break;
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break;
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@ -37,17 +37,13 @@ public class NamedGrabEvent : ComponentHandler {
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GetComponent<XRGrabInteractable>().selectEntered.AddListener(SelectEnterEventHandler);
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GetComponent<XRGrabInteractable>().selectEntered.AddListener(SelectEnterEventHandler);
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}
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}
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else {
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else {
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Debug.LogWarning($"NamedEventTrigger '{gameObject.name}' could not attach click event (missing button or collider)");
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Debug.LogWarning($"NamedGrabEvent '{gameObject.name}' could not attach grab event (missing XR Grab Interactable?)");
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}
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}
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}
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}
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public string objName = "GrabObjXY";
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public string objName = "GrabObjXY";
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private bool triggered = false;
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private bool triggered = false;
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public void SelectEnterEventHandler(SelectEnterEventArgs args)
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public void SelectEnterEventHandler(SelectEnterEventArgs args)
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{
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{
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triggered = true;
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triggered = true;
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@ -55,14 +51,14 @@ public class NamedGrabEvent : ComponentHandler {
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public override string titleText {
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public override string titleText {
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get {
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get {
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return "Run: Will Succeed on Pointer Click";
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return "Run: Will Succeed on Select Enter Event";
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}
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}
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}
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}
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public override string[][] helpText {
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public override string[][] helpText {
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get {
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get {
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return new string[][] {
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return new string[][] {
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new string[] {"Run", "Return Success on Press", $"BTC.Run(\"{roomId}\", \"{gameObject.name}\")"},
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new string[] {"Run", "Return Success on Select Enter Event", $"BTC.Run(\"{roomId}\", \"{gameObject.name}\")"},
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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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@ -71,16 +67,13 @@ public class NamedGrabEvent : ComponentHandler {
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if (nodeState == NodeState.FirstRun) {
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if (nodeState == NodeState.FirstRun) {
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// reset event trigger at start
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// reset event trigger at start
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triggered = false;
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triggered = false;
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//ToggleActive(true);
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}
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}
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if (nodeState == NodeState.Aborting) {
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if (nodeState == NodeState.Aborting) {
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triggered = false;
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triggered = false;
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//ToggleActive(false);
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}
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}
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if (triggered) {
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if (triggered) {
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//ToggleActive(false);
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Task.SetSucceeded();
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Task.SetSucceeded();
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return;
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return;
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}
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}
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@ -0,0 +1,63 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using MyBT;
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#if UNITY_EDITOR
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using UnityEditor;
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[CustomEditor(typeof(NamedOutline))]
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public class NamedOutlineInspector : ComponentHandlerInspector
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{
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}
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#endif
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public class NamedOutline : ComponentHandler
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{
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public override string TypeLabel()
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{
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return "NamedOutline";
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}
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public override string ContentLabel()
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{
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UpdateComponent();
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return "";
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}
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public override void UpdateComponent()
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{
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base.UpdateComponent();
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outlineComponent = GetComponent<Outline>();
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}
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public override void Show(MyBT.NodeState nodeState)
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{
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if ((nodeState == NodeState.FirstRun) || (nodeState == NodeState.Running))
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{
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outlineComponent.enabled = true;
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Task.SetSucceeded();
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}
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}
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public override void Hide(MyBT.NodeState nodeState)
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{
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if ((nodeState == NodeState.FirstRun) || (nodeState == NodeState.Running))
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{
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outlineComponent.enabled = false;
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Task.SetSucceeded();
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}
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}
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public override string[][] helpText
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{
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get
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{
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return new string[][] {
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new string[] {"Show", $"BTC.Show(\"{gameObject.name}\")"},
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new string[] {"Hide", $"BTC.Hide(\"{gameObject.name}\")"}
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};
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}
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}
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public Outline outlineComponent;
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}
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: cec507249874842b2b9eb263011fce81
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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@ -0,0 +1,8 @@
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@ -0,0 +1,37 @@
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Quick Outline
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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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To add an outline to an object, drag-and-drop the Outline.cs
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script onto the object. The outline materials will be loaded
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at runtime.
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You can also add outlines programmatically with:
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var outline = gameObject.AddComponent<Outline>();
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outline.OutlineMode = Outline.Mode.OutlineAll;
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outline.OutlineColor = Color.yellow;
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outline.OutlineWidth = 5f;
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The outline script does a small amount of work in Awake().
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For best results, use outline.enabled to toggle the outline.
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Avoid removing and re-adding the component if possible.
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For large meshes, you may also like to enable 'Precompute
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Outline' in the editor. This will reduce the amount of work
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performed in Awake().
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Troubleshooting
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---------------
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If the outline appears off-center, please try the following:
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1. Set 'Read/Write Enabled' on each model's import settings.
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2. Disable 'Optimize Mesh Data' in the player settings.
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@ -0,0 +1,9 @@
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@ -0,0 +1,25 @@
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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
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m_PrefabParentObject: {fileID: 0}
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m_PrefabInternal: {fileID: 0}
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m_Name: OutlineFill
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m_Shader: {fileID: 4800000, guid: 4e76d4023d7e0411297c670f878973e2, type: 3}
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m_TexEnvs: []
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m_Floats:
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- _OutlineWidth: 2
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- _ZTest: 8
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m_Colors:
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- _OutlineColor: {r: 1, g: 1, b: 1, a: 1}
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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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//
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// OutlineFill.shader
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// QuickOutline
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//
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// Created by Chris Nolet on 2/21/18.
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// Copyright © 2018 Chris Nolet. All rights reserved.
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//
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Shader "Custom/Outline Fill" {
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Properties {
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
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_OutlineColor("Outline Color", Color) = (1, 1, 1, 1)
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Pass {
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Name "Fill"
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Cull Off
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ZTest [_ZTest]
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ZWrite Off
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ColorMask RGB
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CGPROGRAM
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#include "UnityCG.cginc"
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#pragma vertex vert
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#pragma fragment frag
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struct appdata {
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float4 vertex : POSITION;
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float3 normal : NORMAL;
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float3 smoothNormal : TEXCOORD3;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f {
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float4 position : SV_POSITION;
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fixed4 color : COLOR;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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uniform fixed4 _OutlineColor;
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uniform float _OutlineWidth;
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v2f vert(appdata input) {
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v2f output;
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UNITY_SETUP_INSTANCE_ID(input);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
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float3 normal = any(input.smoothNormal) ? input.smoothNormal : input.normal;
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float3 viewPosition = UnityObjectToViewPos(input.vertex);
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float3 viewNormal = normalize(mul((float3x3)UNITY_MATRIX_IT_MV, normal));
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output.position = UnityViewToClipPos(viewPosition + viewNormal * -viewPosition.z * _OutlineWidth / 1000.0);
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output.color = _OutlineColor;
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|
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|
return output;
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}
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fixed4 frag(v2f input) : SV_Target {
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return input.color;
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}
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ENDCG
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//
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// OutlineMask.shader
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// QuickOutline
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//
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// Created by Chris Nolet on 2/21/18.
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// Copyright © 2018 Chris Nolet. All rights reserved.
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//
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Shader "Custom/Outline Mask" {
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Properties {
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[Enum(UnityEngine.Rendering.CompareFunction)] _ZTest("ZTest", Float) = 0
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}
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Pass {
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Name "Mask"
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Cull Off
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ZTest [_ZTest]
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ZWrite Off
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//
|
||||||
|
// 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;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,13 @@
|
||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 5fea29bb7c508c244a1f805a5fd3fc4d
|
||||||
|
timeCreated: 1522369084
|
||||||
|
licenseType: Store
|
||||||
|
MonoImporter:
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
defaultReferences: []
|
||||||
|
executionOrder: 0
|
||||||
|
icon: {instanceID: 0}
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
|
@ -1 +1 @@
|
||||||
2024-07-30T14:39:51.6019080Z
|
2024-07-31T15:04:09.6476550Z
|
File diff suppressed because it is too large
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Reference in New Issue