整合包

gameplay bundle has been imported together
This commit is contained in:
FloatGaming
2025-08-09 18:29:32 +08:00
parent e7962bf492
commit 1d818fa4eb
1654 changed files with 431813 additions and 103 deletions
+8
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.UI;
[CustomEditor(typeof(UI_Image), true)]
[CanEditMultipleObjects]
public class UI_Image_Editor : ImageEditor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
UI_Image uiSkewImage = (UI_Image)target;
EditorGUILayout.BeginHorizontal(GUILayout.ExpandWidth(true));
if (GUILayout.Button("重置", GUILayout.Width(40)))
{
uiSkewImage.OffsetLeftTop = Vector3.zero;
}
uiSkewImage.OffsetLeftTop = EditorGUILayout.Vector3Field("左上", uiSkewImage.OffsetLeftTop, GUILayout.ExpandWidth(true));
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal(GUILayout.ExpandWidth(true));
if (GUILayout.Button("重置", GUILayout.Width(40)))
{
uiSkewImage.OffsetRightTop = Vector3.zero;
}
uiSkewImage.OffsetRightTop = EditorGUILayout.Vector3Field("右上", uiSkewImage.OffsetRightTop, GUILayout.ExpandWidth(true));
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal(GUILayout.ExpandWidth(true));
if (GUILayout.Button("重置", GUILayout.Width(40)))
{
uiSkewImage.OffsetLeftButtom = Vector3.zero;
}
uiSkewImage.OffsetLeftButtom = EditorGUILayout.Vector3Field("左下", uiSkewImage.OffsetLeftButtom, GUILayout.ExpandWidth(true));
EditorGUILayout.EndHorizontal();
EditorGUILayout.BeginHorizontal(GUILayout.ExpandWidth(true));
if (GUILayout.Button("重置", GUILayout.Width(40)))
{
uiSkewImage.OffsetRightButtom = Vector3.zero;
}
uiSkewImage.OffsetRightButtom = EditorGUILayout.Vector3Field("右下", uiSkewImage.OffsetRightButtom, GUILayout.ExpandWidth(true));
EditorGUILayout.EndHorizontal();
if (GUI.changed)
{
EditorUtility.SetDirty(uiSkewImage);
}
}
}
#endif
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
using UnityEditor.UI;
[CustomEditor(typeof(UI_Text_Mesh_Modify), true)]
[CanEditMultipleObjects]
public class UI_Text_Mesh_Modify_Editor : ImageEditor
{
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
var type = (UI_Text_Mesh_Modify)target;
EditorGUILayout.BeginHorizontal(GUILayout.ExpandWidth(true));
if (GUILayout.Button("预览", GUILayout.Width(40)))
{
type.Prv();
}
}
}
#endif
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+18
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/*
* FancyScrollView (https://github.com/setchi/FancyScrollView)
* Copyright (c) 2020 setchi
* Licensed under MIT (https://github.com/setchi/FancyScrollView/blob/master/LICENSE)
*/
namespace FancyScrollView.Example01
{
class ItemData
{
public string Message { get; }
public ItemData(string message)
{
Message = message;
}
}
}
@@ -0,0 +1,12 @@
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+32
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/*
* FancyScrollView (https://github.com/setchi/FancyScrollView)
* Copyright (c) 2020 setchi
* Licensed under MIT (https://github.com/setchi/FancyScrollView/blob/master/LICENSE)
*/
using UnityEngine;
using System.Collections.Generic;
namespace FancyScrollView.Example01
{
class ScrollView : FancyScrollView<ItemData>
{
[SerializeField] Scroller scroller = default;
public Scroller Scroller => scroller;
[SerializeField] GameObject cellPrefab = default;
protected override GameObject CellPrefab => cellPrefab;
protected override void Initialize()
{
base.Initialize();
scroller.OnValueChanged(UpdatePosition);
}
public void UpdateData(IList<ItemData> items)
{
UpdateContents(items);
scroller.SetTotalCount(items.Count);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
using UnityEngine.UI;
public class UI_Button_Character : MonoBehaviour
{
public Toggle Toggle;
public TMP_Text Text;
public Character_Data_SO so;
private void Awake()
{
Toggle.onValueChanged.AddListener(Click);
}
public void Init()
{
Toggle.onValueChanged.RemoveListener(Click);
Toggle.onValueChanged.AddListener(Click);
Toggle.isOn = true;
}
void Click(bool isOn)
{
Toggle.interactable = !isOn;
Toggle.image.gameObject.SetActive(!isOn);
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class UI_Button_Character_Head_Slot : MonoBehaviour
{
public int index;
}
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+71
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[DisallowMultipleComponent]
[RequireComponent(typeof(RectTransform))]
[RequireComponent(typeof(CanvasRenderer))]
[AddComponentMenu("UI/UI_Image", 99)]
[ExecuteInEditMode]
public class UI_Image : Image {
[SerializeField]
private Vector3 offsetLeftButtom = Vector3.zero;
public Vector3 OffsetLeftButtom{
get{return offsetLeftButtom;}
set{
offsetLeftButtom = value;
SetAllDirty();
}
}
[SerializeField]
private Vector3 offsetRightButtom = Vector3.zero;
public Vector3 OffsetRightButtom{
get{return offsetRightButtom;}
set{
offsetRightButtom = value;
SetAllDirty();
}
}
[SerializeField]
private Vector3 offsetLeftTop = Vector3.zero;
public Vector3 OffsetLeftTop{
get{return offsetLeftTop;}
set{
offsetLeftTop = value;
SetAllDirty();
}
}
[SerializeField]
private Vector3 offsetRightTop = Vector3.zero;
public Vector3 OffsetRightTop{
get{return offsetRightTop;}
set{
offsetRightTop = value;
SetAllDirty();
}
}
Vector3 GetOffsetVector(int i){
if (i == 0){
return offsetLeftButtom;
}else if (i == 1){
return offsetLeftTop;
}else if (i == 2){
return offsetRightTop;
}else {
return offsetRightButtom;
}
}
protected override void OnPopulateMesh(VertexHelper toFill){
base.OnPopulateMesh(toFill);
int count = toFill.currentVertCount;
for(int i=0;i<count;i++){
UIVertex vertex = new UIVertex();
toFill.PopulateUIVertex(ref vertex, i);
// Debug.Log(i.ToString() + ": " + oldPosition[i].ToString());
vertex.position += GetOffsetVector(i);
toFill.SetUIVertex(vertex, i);
}
}
}
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using UnityEngine;
using TMPro;
public class UI_Text_Mesh_Modify : MonoBehaviour //BaseMeshEffect
{
public TextMeshProUGUI tmp;
public float value = 0;
public Vector3 offset = new();
public Vector2Int index;
public void Prv()
{
LateUpdate();
}
private void Awake()
{
if (tmp == null)
{
tmp = GetComponent<TextMeshProUGUI>();
}
}
void LateUpdate()
{
if (tmp == null)
{
return;
}
tmp.ForceMeshUpdate();
var textInfo = tmp.textInfo;
for (int i = 0; i < textInfo.characterCount; i++)
{
TMP_CharacterInfo char_Info_Cur = textInfo.characterInfo[i];
TMP_MeshInfo mesh_Info_Cur = textInfo.meshInfo[char_Info_Cur.materialReferenceIndex];
int Vertex_Index;
if (i < textInfo.characterCount - 1)
{
TMP_CharacterInfo nextCharInfo = textInfo.characterInfo[i + 1];
Vertex_Index = nextCharInfo.vertexIndex - char_Info_Cur.vertexIndex;
}
else
{
Vertex_Index = mesh_Info_Cur.vertices.Length - char_Info_Cur.vertexIndex;
}
int Vertex_Index_Cur_Start = char_Info_Cur.vertexIndex;
Vector3 pos = new();
Vector3[] mesh_Vertices = mesh_Info_Cur.vertices;
for (int j = Vertex_Index_Cur_Start; j < Vertex_Index_Cur_Start + Vertex_Index; j++)
{
pos = new Vector3(0, offset.y * i, 0);
if (j % 4 == index.x)
{
pos += new Vector3(0, value, 0);
}
if (j % 4 == index.y)
{
pos += new Vector3(0, value, 0);
}
mesh_Vertices[j] = mesh_Vertices[j] + pos;
}
}
for (int i = 0; i < textInfo.meshInfo.Length; i++)
{
var meshInfo = textInfo.meshInfo[i];
meshInfo.mesh.vertices = meshInfo.vertices;
tmp.UpdateGeometry(meshInfo.mesh, i);
}
}
}
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+19
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Toggle))]
public class UI_Toggle : MonoBehaviour
{
Toggle toggle;
void Awake()
{
TryGetComponent(out toggle);
Active(toggle.isOn);
toggle.onValueChanged.AddListener(Active);
}
void Active(bool isOn)
{
toggle.graphic.gameObject.SetActive(isOn);
}
}
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