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diff --git a/Assets/Libraries/NGUI/Examples/Atlases/SciFi/SciFi Font - Header.txt b/Assets/Libraries/NGUI/Examples/Atlases/SciFi/SciFi Font - Header.txt
deleted file mode 100644
index d9f17c0..0000000
--- a/Assets/Libraries/NGUI/Examples/Atlases/SciFi/SciFi Font - Header.txt
+++ /dev/null
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-Shader "NGUI/Examples/Orc Armor"
-{
- Properties
- {
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
- _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
- _MainTex ("Diffuse (RGB), Color Mask (A)", 2D) = "white" {}
- _BumpMap ("Normalmap", 2D) = "bump" {}
- _MaskTex ("Specular (R), Reflection (G)", 2D) = "black" {}
- }
-
- // Good quality settings
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 300
-
- CGPROGRAM
- #pragma surface surf PPL
-
- sampler2D _MainTex;
- sampler2D _BumpMap;
- sampler2D _MaskTex;
- fixed4 _Color;
- float _Shininess;
-
- struct Input
- {
- float2 uv_MainTex;
- };
-
- // Forward lighting
- half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
- {
- half3 nNormal = normalize(s.Normal);
- half shininess = s.Gloss * 250.0 + 4.0;
-
- #ifndef USING_DIRECTIONAL_LIGHT
- lightDir = normalize(lightDir);
- #endif
-
- // Phong shading model
- //half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
-
- // Blinn-Phong shading model
- half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
-
- half diffuseFactor = max(0.0, dot(nNormal, lightDir));
- half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
-
- half4 c;
- c.rgb = (s.Albedo * diffuseFactor + _SpecColor.rgb * specularFactor) * _LightColor0.rgb;
- c.rgb *= (atten * 2.0);
- c.a = s.Alpha;
- return c;
- }
-
- void surf (Input IN, inout SurfaceOutput o)
- {
- half4 tex = tex2D(_MainTex, IN.uv_MainTex);
- half4 maps = tex2D(_MaskTex, IN.uv_MainTex);
-
- o.Albedo = lerp(tex.rgb, tex.rgb * _Color.rgb, tex.a);
- o.Alpha = _Color.a;
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
- o.Specular = maps.r;
- o.Gloss = _Shininess;
- }
- ENDCG
- }
-
- // Simple quality settings -- drop the bump map
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 200
-
- CGPROGRAM
- #pragma surface surf Lambert
-
- sampler2D _MainTex;
- fixed4 _Color;
-
- struct Input
- {
- float2 uv_MainTex;
- };
-
- void surf (Input IN, inout SurfaceOutput o)
- {
- half4 tex = tex2D(_MainTex, IN.uv_MainTex);
- o.Albedo = lerp(tex.rgb, tex.rgb * _Color.rgb, tex.a);
- o.Alpha = _Color.a;
- }
- ENDCG
- }
- Fallback "Diffuse"
-}
\ No newline at end of file
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diff --git a/Assets/Libraries/NGUI/Examples/Models/Orc/FBX@idleBreaks.FBX b/Assets/Libraries/NGUI/Examples/Models/Orc/FBX@idleBreaks.FBX
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diff --git a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin (Diffuse).psd b/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin (Diffuse).psd
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deleted file mode 100644
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diff --git a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin.shader b/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin.shader
deleted file mode 100644
index 2ab28db..0000000
--- a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc Skin.shader
+++ /dev/null
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-Shader "NGUI/Examples/Orc Skin"
-{
- Properties
- {
- _Color ("Main Color", Color) = (1,1,1,1)
- _SpecColor ("Specular Color", Color) = (0.5, 0.5, 0.5, 1)
- _Shininess ("Shininess", Range (0.01, 1)) = 0.078125
- _MainTex ("Diffuse (RGB), Specular (A)", 2D) = "white" {}
- _BumpMap ("Normalmap", 2D) = "bump" {}
- }
-
- // Good quality or above
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 300
-
- CGPROGRAM
- #pragma surface surf PPL
-
- sampler2D _MainTex;
- sampler2D _BumpMap;
- fixed4 _Color;
- float _Shininess;
-
- struct Input
- {
- float2 uv_MainTex;
- };
-
- // Forward lighting
- half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
- {
- half3 nNormal = normalize(s.Normal);
- half shininess = s.Gloss * 250.0 + 4.0;
-
- #ifndef USING_DIRECTIONAL_LIGHT
- lightDir = normalize(lightDir);
- #endif
-
- // Phong shading model
- //half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
-
- // Blinn-Phong shading model
- half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
-
- half diffuseFactor = max(0.0, dot(nNormal, lightDir));
- half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
-
- half4 c;
- c.rgb = (s.Albedo * diffuseFactor + _SpecColor.rgb * specularFactor) * _LightColor0.rgb;
- c.rgb *= (atten * 2.0);
- c.a = s.Alpha;
- return c;
- }
-
- void surf (Input IN, inout SurfaceOutput o)
- {
- half4 tex = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = tex.rgb;
- o.Alpha = _Color.a;
- o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
- o.Specular = tex.a;
- o.Gloss = _Shininess;
- }
- ENDCG
- }
-
- // Simple quality -- drop the normal map
- SubShader
- {
- Tags { "RenderType"="Opaque" }
- LOD 200
-
- CGPROGRAM
- #pragma surface surf PPL
-
- sampler2D _MainTex;
- fixed4 _Color;
- float _Shininess;
-
- struct Input
- {
- float2 uv_MainTex;
- };
-
- // Forward lighting
- half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
- {
- half3 nNormal = normalize(s.Normal);
- half shininess = s.Gloss * 250.0 + 4.0;
-
- #ifndef USING_DIRECTIONAL_LIGHT
- lightDir = normalize(lightDir);
- #endif
-
- // Phong shading model
- half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
-
- // Blinn-Phong shading model
- //half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
-
- half diffuseFactor = max(0.0, dot(nNormal, lightDir));
- half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
-
- half4 c;
- c.rgb = (s.Albedo * diffuseFactor + _SpecColor.rgb * specularFactor) * _LightColor0.rgb;
- c.rgb *= (atten * 2.0);
- c.a = s.Alpha;
- return c;
- }
-
- void surf (Input IN, inout SurfaceOutput o)
- {
- half4 tex = tex2D(_MainTex, IN.uv_MainTex) * _Color;
- o.Albedo = tex.rgb;
- o.Alpha = _Color.a;
- o.Specular = tex.a;
- o.Gloss = _Shininess;
- }
- ENDCG
- }
- Fallback "Diffuse"
-}
\ No newline at end of file
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diff --git a/Assets/Libraries/NGUI/Examples/Models/Orc/Orc.prefab b/Assets/Libraries/NGUI/Examples/Models/Orc/Orc.prefab
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diff --git a/Assets/Libraries/NGUI/Examples/Other/English.txt b/Assets/Libraries/NGUI/Examples/Other/English.txt
deleted file mode 100644
index 0a0223b..0000000
--- a/Assets/Libraries/NGUI/Examples/Other/English.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-Flag = Flag-US
-Language = English
-English = English
-French = Français
-Info = Localization example
-Sound = Sound
-Music = Music
-Desc = English localization
-Paragraph = This example shows how to implement localization using NGUI. In order to localize a widget, simply attach [000000]UILocalize[-] script to it. The script will localize the sprite if it's a [000000]UISprite[-], or the text if it's a [000000]UILabel[-]. If you want to localize something else, just implement the [000000]OnLocalize[-] function. Either way, the actual data is defined via text assets specified on the [000000]Localization[-] script which must be present in the scene.
\ No newline at end of file
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deleted file mode 100644
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diff --git a/Assets/Libraries/NGUI/Examples/Other/French.txt b/Assets/Libraries/NGUI/Examples/Other/French.txt
deleted file mode 100644
index 964d7ae..0000000
--- a/Assets/Libraries/NGUI/Examples/Other/French.txt
+++ /dev/null
@@ -1,9 +0,0 @@
-Flag = Flag-FR
-Language = Français
-English = English
-French = Français
-Info = Par exemple la localisation
-Sound = Son
-Music = Musique
-Desc = La localisation française
-Paragraph = Cet exemple montre comment implémenter la localisation en utilisant NGUI. Pour localiser un widget, il suffit d'y attacher le script [000000]UILocalize[-]. Ce script localisera le sprite si c'est un [000000]UISprite[-], ou le texte si c'est un [000000]UILabel[-]. Si vous voulez localiser autre chose, il suffit d'implémenter la fonction [000000]OnLocalize[-]. Dans tous les cas, les données sont définies par l'intermédiaire de documents texte spécifiés dans le script [000000]Localization[-] qui doit être présent dans la scène.
\ No newline at end of file
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diff --git a/Assets/Libraries/NGUI/Examples/Scenes/Example 1 - UIAnchor.unity b/Assets/Libraries/NGUI/Examples/Scenes/Example 1 - UIAnchor.unity
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diff --git a/Assets/Libraries/NGUI/Examples/Scenes/Example 10 - Localization.unity b/Assets/Libraries/NGUI/Examples/Scenes/Example 10 - Localization.unity
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diff --git a/Assets/Libraries/NGUI/Examples/Scenes/Example 11 - Drag & Drop.unity b/Assets/Libraries/NGUI/Examples/Scenes/Example 11 - Drag & Drop.unity
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diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs
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-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-///
-/// Inspector class used to edit Inventory Databases.
-///
-
-[CustomEditor(typeof(InvDatabase))]
-public class InvDatabaseInspector : Editor
-{
- static int mIndex = 0;
-
- bool mConfirmDelete = false;
-
- ///
- /// Draw an enlarged sprite within the specified texture atlas.
- ///
-
- public Rect DrawSprite (Texture2D tex, Rect sprite, Material mat) { return DrawSprite(tex, sprite, mat, true, 0); }
-
- ///
- /// Draw an enlarged sprite within the specified texture atlas.
- ///
-
- public Rect DrawSprite (Texture2D tex, Rect sprite, Material mat, bool addPadding)
- {
- return DrawSprite(tex, sprite, mat, addPadding, 0);
- }
-
- ///
- /// Draw an enlarged sprite within the specified texture atlas.
- ///
-
- public Rect DrawSprite (Texture2D tex, Rect sprite, Material mat, bool addPadding, int maxSize)
- {
- float paddingX = addPadding ? 4f / tex.width : 0f;
- float paddingY = addPadding ? 4f / tex.height : 0f;
- float ratio = (sprite.height + paddingY) / (sprite.width + paddingX);
-
- ratio *= (float)tex.height / tex.width;
-
- // Draw the checkered background
- Color c = GUI.color;
- Rect rect = NGUIEditorTools.DrawBackground(tex, ratio);
- GUI.color = c;
-
- if (maxSize > 0)
- {
- float dim = maxSize / Mathf.Max(rect.width, rect.height);
- rect.width *= dim;
- rect.height *= dim;
- }
-
- // We only want to draw into this rectangle
- if (Event.current.type == EventType.Repaint)
- {
- if (mat == null)
- {
- GUI.DrawTextureWithTexCoords(rect, tex, sprite);
- }
- else
- {
- // NOTE: DrawPreviewTexture doesn't seem to support BeginGroup-based clipping
- // when a custom material is specified. It seems to be a bug in Unity.
- // Passing 'null' for the material or omitting the parameter clips as expected.
- UnityEditor.EditorGUI.DrawPreviewTexture(sprite, tex, mat);
- //UnityEditor.EditorGUI.DrawPreviewTexture(drawRect, tex);
- //GUI.DrawTexture(drawRect, tex);
- }
- rect = new Rect(sprite.x + rect.x, sprite.y + rect.y, sprite.width, sprite.height);
- }
- return rect;
- }
-
- ///
- /// Helper function that sets the index to the index of the specified item.
- ///
-
- public static void SelectIndex (InvDatabase db, InvBaseItem item)
- {
- mIndex = 0;
-
- foreach (InvBaseItem i in db.items)
- {
- if (i == item) break;
- ++mIndex;
- }
- }
-
- ///
- /// Draw the inspector widget.
- ///
-
- public override void OnInspectorGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
- InvDatabase db = target as InvDatabase;
- NGUIEditorTools.DrawSeparator();
-
- InvBaseItem item = null;
-
- if (db.items == null || db.items.Count == 0)
- {
- mIndex = 0;
- }
- else
- {
- mIndex = Mathf.Clamp(mIndex, 0, db.items.Count - 1);
- item = db.items[mIndex];
- }
-
- if (mConfirmDelete)
- {
- // Show the confirmation dialog
- GUILayout.Label("Are you sure you want to delete '" + item.name + "'?");
- NGUIEditorTools.DrawSeparator();
-
- GUILayout.BeginHorizontal();
- {
- GUI.backgroundColor = Color.green;
- if (GUILayout.Button("Cancel")) mConfirmDelete = false;
- GUI.backgroundColor = Color.red;
-
- if (GUILayout.Button("Delete"))
- {
- NGUIEditorTools.RegisterUndo("Delete Inventory Item", db);
- db.items.RemoveAt(mIndex);
- mConfirmDelete = false;
- }
- GUI.backgroundColor = Color.white;
- }
- GUILayout.EndHorizontal();
- }
- else
- {
- // Database icon atlas
- UIAtlas atlas = EditorGUILayout.ObjectField("Icon Atlas", db.iconAtlas, typeof(UIAtlas), false) as UIAtlas;
-
- if (atlas != db.iconAtlas)
- {
- NGUIEditorTools.RegisterUndo("Databse Atlas change", db);
- db.iconAtlas = atlas;
- foreach (InvBaseItem i in db.items) i.iconAtlas = atlas;
- }
-
- // Database ID
- int dbID = EditorGUILayout.IntField("Database ID", db.databaseID);
-
- if (dbID != db.databaseID)
- {
- NGUIEditorTools.RegisterUndo("Database ID change", db);
- db.databaseID = dbID;
- }
-
- // "New" button
- GUI.backgroundColor = Color.green;
-
- if (GUILayout.Button("New Item"))
- {
- NGUIEditorTools.RegisterUndo("Add Inventory Item", db);
-
- InvBaseItem bi = new InvBaseItem();
- bi.iconAtlas = db.iconAtlas;
- bi.id16 = (db.items.Count > 0) ? db.items[db.items.Count - 1].id16 + 1 : 0;
- db.items.Add(bi);
- mIndex = db.items.Count - 1;
-
- if (item != null)
- {
- bi.name = "Copy of " + item.name;
- bi.description = item.description;
- bi.slot = item.slot;
- bi.color = item.color;
- bi.iconName = item.iconName;
- bi.attachment = item.attachment;
- bi.minItemLevel = item.minItemLevel;
- bi.maxItemLevel = item.maxItemLevel;
-
- foreach (InvStat stat in item.stats)
- {
- InvStat copy = new InvStat();
- copy.id = stat.id;
- copy.amount = stat.amount;
- copy.modifier = stat.modifier;
- bi.stats.Add(copy);
- }
- }
- else
- {
- bi.name = "New Item";
- bi.description = "Item Description";
- }
-
- item = bi;
- }
- GUI.backgroundColor = Color.white;
-
- if (item != null)
- {
- NGUIEditorTools.DrawSeparator();
-
- // Navigation section
- GUILayout.BeginHorizontal();
- {
- if (mIndex == 0) GUI.color = Color.grey;
- if (GUILayout.Button("<<")) { mConfirmDelete = false; --mIndex; }
- GUI.color = Color.white;
- mIndex = EditorGUILayout.IntField(mIndex + 1, GUILayout.Width(40f)) - 1;
- GUILayout.Label("/ " + db.items.Count, GUILayout.Width(40f));
- if (mIndex + 1 == db.items.Count) GUI.color = Color.grey;
- if (GUILayout.Button(">>")) { mConfirmDelete = false; ++mIndex; }
- GUI.color = Color.white;
- }
- GUILayout.EndHorizontal();
-
- NGUIEditorTools.DrawSeparator();
-
- // Item name and delete item button
- GUILayout.BeginHorizontal();
- {
- string itemName = EditorGUILayout.TextField("Item Name", item.name);
-
- GUI.backgroundColor = Color.red;
-
- if (GUILayout.Button("Delete", GUILayout.Width(55f)))
- {
- mConfirmDelete = true;
- }
- GUI.backgroundColor = Color.white;
-
- if (!itemName.Equals(item.name))
- {
- NGUIEditorTools.RegisterUndo("Rename Item", db);
- item.name = itemName;
- }
- }
- GUILayout.EndHorizontal();
-
- string itemDesc = GUILayout.TextArea(item.description, 200, GUILayout.Height(100f));
- InvBaseItem.Slot slot = (InvBaseItem.Slot)EditorGUILayout.EnumPopup("Slot", item.slot);
- string iconName = "";
- float iconSize = 64f;
- bool drawIcon = false;
- float extraSpace = 0f;
-
- if (item.iconAtlas != null)
- {
- BetterList sprites = item.iconAtlas.GetListOfSprites();
- sprites.Insert(0, "");
-
- int index = 0;
- string spriteName = (item.iconName != null) ? item.iconName : sprites[0];
-
- // We need to find the sprite in order to have it selected
- if (!string.IsNullOrEmpty(spriteName))
- {
- for (int i = 1; i < sprites.size; ++i)
- {
- if (spriteName.Equals(sprites[i], System.StringComparison.OrdinalIgnoreCase))
- {
- index = i;
- break;
- }
- }
- }
-
- // Draw the sprite selection popup
- index = EditorGUILayout.Popup("Icon", index, sprites.ToArray());
- UIAtlas.Sprite sprite = (index > 0) ? item.iconAtlas.GetSprite(sprites[index]) : null;
-
- if (sprite != null)
- {
- iconName = sprite.name;
-
- Material mat = item.iconAtlas.spriteMaterial;
-
- if (mat != null)
- {
- Texture2D tex = mat.mainTexture as Texture2D;
-
- if (tex != null)
- {
- drawIcon = true;
- Rect rect = sprite.outer;
-
- if (item.iconAtlas.coordinates == UIAtlas.Coordinates.Pixels)
- {
- rect = NGUIMath.ConvertToTexCoords(rect, tex.width, tex.height);
- }
-
- GUILayout.Space(4f);
- GUILayout.BeginHorizontal();
- {
- GUILayout.Space(Screen.width - iconSize);
- DrawSprite(tex, rect, null, false);
- }
- GUILayout.EndHorizontal();
-
- extraSpace = iconSize * (float)sprite.outer.height / sprite.outer.width;
- }
- }
- }
- }
-
- // Item level range
- GUILayout.BeginHorizontal();
- GUILayout.Label("Level Range", GUILayout.Width(77f));
- int min = EditorGUILayout.IntField(item.minItemLevel, GUILayout.MinWidth(40f));
- int max = EditorGUILayout.IntField(item.maxItemLevel, GUILayout.MinWidth(40f));
- if (drawIcon) GUILayout.Space(iconSize);
- GUILayout.EndHorizontal();
-
- // Game Object attachment field, left of the icon
- GUILayout.BeginHorizontal();
- GameObject go = (GameObject)EditorGUILayout.ObjectField("Attachment", item.attachment, typeof(GameObject), false);
- if (drawIcon) GUILayout.Space(iconSize);
- GUILayout.EndHorizontal();
-
- // Color tint field, left of the icon
- GUILayout.BeginHorizontal();
- Color color = EditorGUILayout.ColorField("Color", item.color);
- if (drawIcon) GUILayout.Space(iconSize);
- GUILayout.EndHorizontal();
-
- // Calculate the extra spacing necessary for the icon to show up properly and not overlap anything
- if (drawIcon)
- {
- extraSpace = Mathf.Max(0f, extraSpace - 60f);
- GUILayout.Space(extraSpace);
- }
-
- // Item stats
- NGUIEditorTools.DrawSeparator();
-
- if (item.stats != null)
- {
- for (int i = 0; i < item.stats.Count; ++i)
- {
- InvStat stat = item.stats[i];
-
- GUILayout.BeginHorizontal();
- {
- InvStat.Identifier iden = (InvStat.Identifier)EditorGUILayout.EnumPopup(stat.id, GUILayout.Width(80f));
-
- // Color the field red if it's negative, green if it's positive
- if (stat.amount > 0) GUI.backgroundColor = Color.green;
- else if (stat.amount < 0) GUI.backgroundColor = Color.red;
- int amount = EditorGUILayout.IntField(stat.amount, GUILayout.Width(40f));
- GUI.backgroundColor = Color.white;
-
- InvStat.Modifier mod = (InvStat.Modifier)EditorGUILayout.EnumPopup(stat.modifier);
-
- GUI.backgroundColor = Color.red;
- if (GUILayout.Button("X", GUILayout.Width(20f)))
- {
- NGUIEditorTools.RegisterUndo("Delete Item Stat", db);
- item.stats.RemoveAt(i);
- --i;
- }
- else if (iden != stat.id || amount != stat.amount || mod != stat.modifier)
- {
- NGUIEditorTools.RegisterUndo("Item Stats", db);
- stat.id = iden;
- stat.amount = amount;
- stat.modifier = mod;
- }
- GUI.backgroundColor = Color.white;
- }
- GUILayout.EndHorizontal();
- }
- }
-
- if (GUILayout.Button("Add Stat", GUILayout.Width(80f)))
- {
- NGUIEditorTools.RegisterUndo("Add Item Stat", db);
- InvStat stat = new InvStat();
- stat.id = InvStat.Identifier.Armor;
- item.stats.Add(stat);
- }
-
- // Save all values
- if (!itemDesc.Equals(item.description) ||
- slot != item.slot ||
- go != item.attachment ||
- color != item.color ||
- min != item.minItemLevel ||
- max != item.maxItemLevel ||
- !iconName.Equals(item.iconName))
- {
- NGUIEditorTools.RegisterUndo("Item Properties", db);
- item.description = itemDesc;
- item.slot = slot;
- item.attachment = go;
- item.color = color;
- item.iconName = iconName;
- item.minItemLevel = min;
- item.maxItemLevel = max;
- }
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs.meta
deleted file mode 100644
index 29abe70..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvDatabaseInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 1a4e623d2eabebb4e8f6296a5fee1116
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs
deleted file mode 100644
index 8bcd157..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs
+++ /dev/null
@@ -1,192 +0,0 @@
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Inventory System search functionality.
-///
-
-public class InvFindItem : ScriptableWizard
-{
- ///
- /// Private class used to return data from the Find function below.
- ///
-
- struct FindResult
- {
- public InvDatabase db;
- public InvBaseItem item;
- }
-
- string mItemName = "";
- List mResults = new List();
-
- ///
- /// Add a menu option to display this wizard.
- ///
-
- [MenuItem("NGUI/Inventory Example/Find Item #&i")]
- static void FindItem ()
- {
- ScriptableWizard.DisplayWizard("Find Item");
- }
-
- ///
- /// Draw the custom wizard.
- ///
-
- void OnGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
- string newItemName = EditorGUILayout.TextField("Search for:", mItemName);
- NGUIEditorTools.DrawSeparator();
-
- if (GUI.changed || newItemName != mItemName)
- {
- mItemName = newItemName;
-
- if (string.IsNullOrEmpty(mItemName))
- {
- mResults.Clear();
- }
- else
- {
- FindAllByName(mItemName);
- }
- }
-
- if (mResults.Count == 0)
- {
- if (!string.IsNullOrEmpty(mItemName))
- {
- GUILayout.Label("No matches found");
- }
- }
- else
- {
- Print3("Item ID", "Item Name", "Path", false);
- NGUIEditorTools.DrawSeparator();
-
- foreach (FindResult fr in mResults)
- {
- if (Print3(InvDatabase.FindItemID(fr.item).ToString(),
- fr.item.name, NGUITools.GetHierarchy(fr.db.gameObject), true))
- {
- InvDatabaseInspector.SelectIndex(fr.db, fr.item);
- Selection.activeGameObject = fr.db.gameObject;
- EditorUtility.SetDirty(Selection.activeGameObject);
- }
- }
- }
- }
-
- ///
- /// Helper function used to print things in columns.
- ///
-
- bool Print3 (string a, string b, string c, bool button)
- {
- bool retVal = false;
-
- GUILayout.BeginHorizontal();
- {
- GUILayout.Label(a, GUILayout.Width(80f));
- GUILayout.Label(b, GUILayout.Width(160f));
- GUILayout.Label(c);
-
- if (button)
- {
- retVal = GUILayout.Button("Select", GUILayout.Width(60f));
- }
- else
- {
- GUILayout.Space(60f);
- }
- }
- GUILayout.EndHorizontal();
- return retVal;
- }
-
- ///
- /// Find items by name.
- ///
-
- void FindAllByName (string partial)
- {
- partial = partial.ToLower();
- mResults.Clear();
-
- // Exact match comes first
- foreach (InvDatabase db in InvDatabase.list)
- {
- foreach (InvBaseItem item in db.items)
- {
- if (item.name.Equals(partial, System.StringComparison.OrdinalIgnoreCase))
- {
- FindResult fr = new FindResult();
- fr.db = db;
- fr.item = item;
- mResults.Add(fr);
- }
- }
- }
-
- // Next come partial matches that begin with the specified string
- foreach (InvDatabase db in InvDatabase.list)
- {
- foreach (InvBaseItem item in db.items)
- {
- if (item.name.StartsWith(partial, System.StringComparison.OrdinalIgnoreCase))
- {
- bool exists = false;
-
- foreach (FindResult res in mResults)
- {
- if (res.item == item)
- {
- exists = true;
- break;
- }
- }
-
- if (!exists)
- {
- FindResult fr = new FindResult();
- fr.db = db;
- fr.item = item;
- mResults.Add(fr);
- }
- }
- }
- }
-
- // Other partial matches come last
- foreach (InvDatabase db in InvDatabase.list)
- {
- foreach (InvBaseItem item in db.items)
- {
- if (item.name.ToLower().Contains(partial))
- {
- bool exists = false;
-
- foreach (FindResult res in mResults)
- {
- if (res.item == item)
- {
- exists = true;
- break;
- }
- }
-
- if (!exists)
- {
- FindResult fr = new FindResult();
- fr.db = db;
- fr.item = item;
- mResults.Add(fr);
- }
- }
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs.meta
deleted file mode 100644
index fff1d15..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Editor/InvFindItem.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game.meta
deleted file mode 100644
index 647f066..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 64bcea337c8d18f4a9055c56dc45e63e
-folderAsset: yes
-DefaultImporter:
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs
deleted file mode 100644
index 792437c..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs
+++ /dev/null
@@ -1,46 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2012 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-
-///
-/// Equip the specified items on the character when the script is started.
-///
-
-[AddComponentMenu("NGUI/Examples/Equip Items")]
-public class EquipItems : MonoBehaviour
-{
- public int[] itemIDs;
-
- void Start ()
- {
- if (itemIDs != null && itemIDs.Length > 0)
- {
- InvEquipment eq = GetComponent();
- if (eq == null) eq = gameObject.AddComponent();
-
- int qualityLevels = (int)InvGameItem.Quality._LastDoNotUse;
-
- for (int i = 0, imax = itemIDs.Length; i < imax; ++i)
- {
- int index = itemIDs[i];
- InvBaseItem item = InvDatabase.FindByID(index);
-
- if (item != null)
- {
- InvGameItem gi = new InvGameItem(index, item);
- gi.quality = (InvGameItem.Quality)Random.Range(0, qualityLevels);
- gi.itemLevel = NGUITools.RandomRange(item.minItemLevel, item.maxItemLevel);
- eq.Equip(gi);
- }
- else
- {
- Debug.LogWarning("Can't resolve the item ID of " + index);
- }
- }
- }
- Destroy(this);
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs.meta
deleted file mode 100644
index 3e0c0bf..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipItems.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: cb5a46fe53751ae41980843a556d012e
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs
deleted file mode 100644
index ffd9c24..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs
+++ /dev/null
@@ -1,33 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2012 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Create and equip a random item on the specified target.
-///
-
-[AddComponentMenu("NGUI/Examples/Equip Random Item")]
-public class EquipRandomItem : MonoBehaviour
-{
- public InvEquipment equipment;
-
- void OnClick()
- {
- if (equipment == null) return;
- List list = InvDatabase.list[0].items;
- if (list.Count == 0) return;
-
- int qualityLevels = (int)InvGameItem.Quality._LastDoNotUse;
- int index = Random.Range(0, list.Count);
- InvBaseItem item = list[index];
-
- InvGameItem gi = new InvGameItem(index, item);
- gi.quality = (InvGameItem.Quality)Random.Range(0, qualityLevels);
- gi.itemLevel = NGUITools.RandomRange(item.minItemLevel, item.maxItemLevel);
- equipment.Equip(gi);
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs.meta
deleted file mode 100644
index 69b44f5..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/EquipRandomItem.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 646fca1f4356ca24e9cee27b0432ab47
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs
deleted file mode 100644
index 5f2f98f..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs
+++ /dev/null
@@ -1,105 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2012 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-
-///
-/// Selectable sprite that follows the mouse.
-///
-
-[RequireComponent(typeof(UISprite))]
-[AddComponentMenu("NGUI/Examples/UI Cursor")]
-public class UICursor : MonoBehaviour
-{
- static UICursor mInstance;
-
- // Camera used to draw this cursor
- public Camera uiCamera;
-
- Transform mTrans;
- UISprite mSprite;
-
- UIAtlas mAtlas;
- string mSpriteName;
-
- ///
- /// Keep an instance reference so this class can be easily found.
- ///
-
- void Awake () { mInstance = this; }
- void OnDestroy () { mInstance = null; }
-
- ///
- /// Cache the expected components and starting values.
- ///
-
- void Start ()
- {
- mTrans = transform;
- mSprite = GetComponentInChildren();
- mAtlas = mSprite.atlas;
- mSpriteName = mSprite.spriteName;
- mSprite.depth = 100;
- if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer);
- }
-
- ///
- /// Reposition the sprite.
- ///
-
- void Update ()
- {
- if (mSprite.atlas != null)
- {
- Vector3 pos = Input.mousePosition;
-
- if (uiCamera != null)
- {
- // Since the screen can be of different than expected size, we want to convert
- // mouse coordinates to view space, then convert that to world position.
- pos.x = Mathf.Clamp01(pos.x / Screen.width);
- pos.y = Mathf.Clamp01(pos.y / Screen.height);
- mTrans.position = uiCamera.ViewportToWorldPoint(pos);
-
- // For pixel-perfect results
- if (uiCamera.isOrthoGraphic)
- {
- mTrans.localPosition = NGUIMath.ApplyHalfPixelOffset(mTrans.localPosition, mTrans.localScale);
- }
- }
- else
- {
- // Simple calculation that assumes that the camera is of fixed size
- pos.x -= Screen.width * 0.5f;
- pos.y -= Screen.height * 0.5f;
- mTrans.localPosition = NGUIMath.ApplyHalfPixelOffset(pos, mTrans.localScale);
- }
- }
- }
-
- ///
- /// Clear the cursor back to its original value.
- ///
-
- static public void Clear ()
- {
- Set(mInstance.mAtlas, mInstance.mSpriteName);
- }
-
- ///
- /// Override the cursor with the specified sprite.
- ///
-
- static public void Set (UIAtlas atlas, string sprite)
- {
- if (mInstance != null)
- {
- mInstance.mSprite.atlas = atlas;
- mInstance.mSprite.spriteName = sprite;
- mInstance.mSprite.MakePixelPerfect();
- mInstance.Update();
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs.meta
deleted file mode 100644
index cb44773..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UICursor.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: a60dfda9b1153fd4ca035013c64cf495
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs
deleted file mode 100644
index 09b52a5..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs
+++ /dev/null
@@ -1,34 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2012 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-
-///
-/// A UI script that keeps an eye on the slot in character equipment.
-///
-
-[AddComponentMenu("NGUI/Examples/UI Equipment Slot")]
-public class UIEquipmentSlot : UIItemSlot
-{
- public InvEquipment equipment;
- public InvBaseItem.Slot slot;
-
- override protected InvGameItem observedItem
- {
- get
- {
- return (equipment != null) ? equipment.GetItem(slot) : null;
- }
- }
-
- ///
- /// Replace the observed item with the specified value. Should return the item that was replaced.
- ///
-
- override protected InvGameItem Replace (InvGameItem item)
- {
- return (equipment != null) ? equipment.Replace(slot, item) : item;
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs.meta
deleted file mode 100644
index a40763c..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIEquipmentSlot.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: f4672396b9b81a2438d5321c4a24541b
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs
deleted file mode 100644
index 967830c..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs
+++ /dev/null
@@ -1,197 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2012 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Abstract UI component observing an item somewhere in the inventory. This item can be equipped on
-/// the character, it can be lying in a chest, or it can be hot-linked by another player. Either way,
-/// all the common behavior is in this class. What the observed item actually is...
-/// that's up to the derived class to determine.
-///
-
-public abstract class UIItemSlot : MonoBehaviour
-{
- public UISprite icon;
- public UIWidget background;
- public UILabel label;
-
- public AudioClip grabSound;
- public AudioClip placeSound;
- public AudioClip errorSound;
-
- InvGameItem mItem;
- string mText = "";
-
- static InvGameItem mDraggedItem;
-
- ///
- /// This function should return the item observed by this UI class.
- ///
-
- abstract protected InvGameItem observedItem { get; }
-
- ///
- /// Replace the observed item with the specified value. Should return the item that was replaced.
- ///
-
- abstract protected InvGameItem Replace (InvGameItem item);
-
- ///
- /// Show a tooltip for the item.
- ///
-
- void OnTooltip (bool show)
- {
- InvGameItem item = show ? mItem : null;
-
- if (item != null)
- {
- InvBaseItem bi = item.baseItem;
-
- if (bi != null)
- {
- string t = "[" + NGUITools.EncodeColor(item.color) + "]" + item.name + "[-]\n";
-
- t += "[AFAFAF]Level " + item.itemLevel + " " + bi.slot;
-
- List stats = item.CalculateStats();
-
- for (int i = 0, imax = stats.Count; i < imax; ++i)
- {
- InvStat stat = stats[i];
- if (stat.amount == 0) continue;
-
- if (stat.amount < 0)
- {
- t += "\n[FF0000]" + stat.amount;
- }
- else
- {
- t += "\n[00FF00]+" + stat.amount;
- }
-
- if (stat.modifier == InvStat.Modifier.Percent) t += "%";
- t += " " + stat.id;
- t += "[-]";
- }
-
- if (!string.IsNullOrEmpty(bi.description)) t += "\n[FF9900]" + bi.description;
- UITooltip.ShowText(t);
- return;
- }
- }
- UITooltip.ShowText(null);
- }
-
- ///
- /// Allow to move objects around via drag & drop.
- ///
-
- void OnClick ()
- {
- if (mDraggedItem != null)
- {
- OnDrop(null);
- }
- else if (mItem != null)
- {
- mDraggedItem = Replace(null);
- if (mDraggedItem != null) NGUITools.PlaySound(grabSound);
- UpdateCursor();
- }
- }
-
- ///
- /// Start dragging the item.
- ///
-
- void OnDrag (Vector2 delta)
- {
- if (mDraggedItem == null && mItem != null)
- {
- UICamera.currentTouch.clickNotification = UICamera.ClickNotification.BasedOnDelta;
- mDraggedItem = Replace(null);
- NGUITools.PlaySound(grabSound);
- UpdateCursor();
- }
- }
-
- ///
- /// Stop dragging the item.
- ///
-
- void OnDrop (GameObject go)
- {
- InvGameItem item = Replace(mDraggedItem);
-
- if (mDraggedItem == item) NGUITools.PlaySound(errorSound);
- else if (item != null) NGUITools.PlaySound(grabSound);
- else NGUITools.PlaySound(placeSound);
-
- mDraggedItem = item;
- UpdateCursor();
- }
-
- ///
- /// Set the cursor to the icon of the item being dragged.
- ///
-
- void UpdateCursor ()
- {
- if (mDraggedItem != null && mDraggedItem.baseItem != null)
- {
- UICursor.Set(mDraggedItem.baseItem.iconAtlas, mDraggedItem.baseItem.iconName);
- }
- else
- {
- UICursor.Clear();
- }
- }
-
- ///
- /// Keep an eye on the item and update the icon when it changes.
- ///
-
- void Update ()
- {
- InvGameItem i = observedItem;
-
- if (mItem != i)
- {
- mItem = i;
-
- InvBaseItem baseItem = (i != null) ? i.baseItem : null;
-
- if (label != null)
- {
- string itemName = (i != null) ? i.name : null;
- if (string.IsNullOrEmpty(mText)) mText = label.text;
- label.text = (itemName != null) ? itemName : mText;
- }
-
- if (icon != null)
- {
- if (baseItem == null || baseItem.iconAtlas == null)
- {
- icon.enabled = false;
- }
- else
- {
- icon.atlas = baseItem.iconAtlas;
- icon.spriteName = baseItem.iconName;
- icon.enabled = true;
- icon.MakePixelPerfect();
- }
- }
-
- if (background != null)
- {
- background.color = (i != null) ? i.color : Color.white;
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs.meta
deleted file mode 100644
index bf085e6..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemSlot.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: ef0e623fb2aaa4f4fbf65633917519a5
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs
deleted file mode 100644
index add2549..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs
+++ /dev/null
@@ -1,130 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2012 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Storage container that stores items.
-///
-
-[AddComponentMenu("NGUI/Examples/UI Item Storage")]
-public class UIItemStorage : MonoBehaviour
-{
- ///
- /// Maximum size of the container. Adding more items than this number will not work.
- ///
-
- public int maxItemCount = 8;
-
- ///
- /// Maximum number of rows to create.
- ///
-
- public int maxRows = 4;
-
- ///
- /// Maximum number of columns to create.
- ///
-
- public int maxColumns = 4;
-
- ///
- /// Template used to create inventory icons.
- ///
-
- public GameObject template;
-
- ///
- /// Background widget to scale after the item slots have been created.
- ///
-
- public UIWidget background;
-
- ///
- /// Spacing between icons.
- ///
-
- public int spacing = 128;
-
- ///
- /// Padding around the border.
- ///
-
- public int padding = 10;
-
- List mItems = new List();
-
- ///
- /// List of items in the container.
- ///
-
- public List items { get { while (mItems.Count < maxItemCount) mItems.Add(null); return mItems; } }
-
- ///
- /// Convenience function that returns an item at the specified slot.
- ///
-
- public InvGameItem GetItem (int slot) { return (slot < items.Count) ? mItems[slot] : null; }
-
- ///
- /// Replace an item in the container with the specified one.
- ///
- /// An item that was replaced.
-
- public InvGameItem Replace (int slot, InvGameItem item)
- {
- if (slot < maxItemCount)
- {
- InvGameItem prev = items[slot];
- mItems[slot] = item;
- return prev;
- }
- return item;
- }
-
- ///
- /// Initialize the container and create an appropriate number of UI slots.
- ///
-
- void Start ()
- {
- if (template != null)
- {
- int count = 0;
- Bounds b = new Bounds();
-
- for (int y = 0; y < maxRows; ++y)
- {
- for (int x = 0; x < maxColumns; ++x)
- {
- GameObject go = NGUITools.AddChild(gameObject, template);
- Transform t = go.transform;
- t.localPosition = new Vector3(padding + (x + 0.5f) * spacing, -padding - (y + 0.5f) * spacing, 0f);
-
- UIStorageSlot slot = go.GetComponent();
-
- if (slot != null)
- {
- slot.storage = this;
- slot.slot = count;
- }
-
- b.Encapsulate(new Vector3(padding * 2f + (x + 1) * spacing, -padding * 2f - (y + 1) * spacing, 0f));
-
- if (++count >= maxItemCount)
- {
- if (background != null)
- {
- background.transform.localScale = b.size;
- }
- return;
- }
- }
- }
- if (background != null) background.transform.localScale = b.size;
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs.meta
deleted file mode 100644
index 020e8da..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIItemStorage.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 849fd93d348255049af49ba16fb8bcb0
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs
deleted file mode 100644
index e560d36..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs
+++ /dev/null
@@ -1,34 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2012 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-
-///
-/// A UI script that keeps an eye on the slot in a storage container.
-///
-
-[AddComponentMenu("NGUI/Examples/UI Storage Slot")]
-public class UIStorageSlot : UIItemSlot
-{
- public UIItemStorage storage;
- public int slot = 0;
-
- override protected InvGameItem observedItem
- {
- get
- {
- return (storage != null) ? storage.GetItem(slot) : null;
- }
- }
-
- ///
- /// Replace the observed item with the specified value. Should return the item that was replaced.
- ///
-
- override protected InvGameItem Replace (InvGameItem item)
- {
- return (storage != null) ? storage.Replace(slot, item) : item;
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs.meta
deleted file mode 100644
index 79703ad..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/Game/UIStorageSlot.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
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- icon: {instanceID: 0}
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diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System.meta
deleted file mode 100644
index 6dc3195..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: cf9f82e9121954e4ab411f5c174b53ce
-folderAsset: yes
-DefaultImporter:
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs
deleted file mode 100644
index 962c1d1..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs
+++ /dev/null
@@ -1,47 +0,0 @@
-using UnityEngine;
-
-[AddComponentMenu("NGUI/Examples/Item Attachment Point")]
-public class InvAttachmentPoint : MonoBehaviour
-{
- ///
- /// Item slot that this attachment point covers.
- ///
-
- public InvBaseItem.Slot slot;
-
- GameObject mPrefab;
- GameObject mChild;
-
- ///
- /// Attach an instance of the specified game object.
- ///
-
- public GameObject Attach (GameObject prefab)
- {
- if (mPrefab != prefab)
- {
- mPrefab = prefab;
-
- // Remove the previous child
- if (mChild != null) Destroy(mChild);
-
- // If we have something to create, let's do so now
- if (mPrefab != null)
- {
- // Create a new instance of the game object
- Transform t = transform;
- mChild = Instantiate(mPrefab, t.position, t.rotation) as GameObject;
-
- // Parent the child to this object
- Transform ct = mChild.transform;
- ct.parent = t;
-
- // Reset the pos/rot/scale, just in case
- ct.localPosition = Vector3.zero;
- ct.localRotation = Quaternion.identity;
- ct.localScale = Vector3.one;
- }
- }
- return mChild;
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs.meta
deleted file mode 100644
index a0bf552..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvAttachmentPoint.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 2a05a718b5cd2ae4eb90743bca9a1032
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs
deleted file mode 100644
index 3b56c2b..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs
+++ /dev/null
@@ -1,92 +0,0 @@
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Inventory System -- Base Item. Note that it would be incredibly tedious to create all items by hand, Warcraft style.
-/// It's a lot more straightforward to create all items to be of the same level as far as stats go, then specify an
-/// appropriate level range for the item where it will appear. Effective item stats can then be calculated by lowering
-/// the base stats by an appropriate amount. Add a quality modifier, and you have additional variety, Terraria 1.1 style.
-///
-
-[System.Serializable]
-public class InvBaseItem
-{
- public enum Slot
- {
- None, // First element MUST be 'None'
- Weapon, // All the following elements are yours to customize -- edit, add or remove as you desire
- Shield,
- Body,
- Shoulders,
- Bracers,
- Boots,
- Trinket,
- _LastDoNotUse, // Flash export doesn't support Enum.GetNames :(
- }
-
- ///
- /// 16-bit item ID, generated by the system.
- /// Not to be confused with a 32-bit item ID, which actually contains the ID of the database as its prefix.
- ///
-
- public int id16;
-
- ///
- /// Name of this item.
- ///
-
- public string name;
-
- ///
- /// This item's custom description.
- ///
-
- public string description;
-
- ///
- /// Slot that this item belongs to.
- ///
-
- public Slot slot = Slot.None;
-
- ///
- /// Minimum and maximum allowed level for this item. When random loot gets generated,
- /// only items within appropriate level should be considered.
- ///
-
- public int minItemLevel = 1;
- public int maxItemLevel = 50;
-
- ///
- /// And and all base stats this item may have at a maximum level (50).
- /// Actual object's stats are calculated based on item's level and quality.
- ///
-
- public List stats = new List();
-
- ///
- /// Game Object that will be created and attached to the specified slot on the body.
- /// This should typically be a prefab with a renderer component, such as a sword,
- /// a bracer, shield, etc.
- ///
-
- public GameObject attachment;
-
- ///
- /// Object's main material color.
- ///
-
- public Color color = Color.white;
-
- ///
- /// Atlas used for the item's icon.
- ///
-
- public UIAtlas iconAtlas;
-
- ///
- /// Name of the icon's sprite within the atlas.
- ///
-
- public string iconName = "";
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs.meta
deleted file mode 100644
index 73e2ddf..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvBaseItem.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: ed0e631b209a1b2429fe081e9717671b
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
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- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs
deleted file mode 100644
index f22a315..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs
+++ /dev/null
@@ -1,139 +0,0 @@
-using UnityEngine;
-using System.Collections.Generic;
-
-[ExecuteInEditMode]
-[AddComponentMenu("NGUI/Examples/Item Database")]
-public class InvDatabase : MonoBehaviour
-{
- // Cached list of all available item databases
- static InvDatabase[] mList;
- static bool mIsDirty = true;
-
- ///
- /// Retrieves the list of item databases, finding all instances if necessary.
- ///
-
- static public InvDatabase[] list
- {
- get
- {
- if (mIsDirty)
- {
- mIsDirty = false;
- mList = NGUITools.FindActive();
- }
- return mList;
- }
- }
-
- ///
- /// Each database should have a unique 16-bit ID. When the items are saved, database IDs
- /// get combined with item IDs to create 32-bit IDs containing both values.
- ///
-
- public int databaseID = 0;
-
- ///
- /// List of items in this database.
- ///
-
- public List items = new List();
-
- ///
- /// UI atlas used for icons.
- ///
-
- public UIAtlas iconAtlas;
-
- ///
- /// Add this database to the list.
- ///
-
- void OnEnable () { mIsDirty = true; }
-
- ///
- /// Remove this database from the list.
- ///
-
- void OnDisable () { mIsDirty = true; }
-
- ///
- /// Find an item by its 16-bit ID.
- ///
-
- InvBaseItem GetItem (int id16)
- {
- for (int i = 0, imax = items.Count; i < imax; ++i)
- {
- InvBaseItem item = items[i];
- if (item.id16 == id16) return item;
- }
- return null;
- }
-
- ///
- /// Find a database given its ID.
- ///
-
- static InvDatabase GetDatabase (int dbID)
- {
- for (int i = 0, imax = list.Length; i < imax; ++i)
- {
- InvDatabase db = list[i];
- if (db.databaseID == dbID) return db;
- }
- return null;
- }
-
- ///
- /// Find the specified item given its full 32-bit ID (not to be confused with individual 16-bit item IDs).
- ///
-
- static public InvBaseItem FindByID (int id32)
- {
- InvDatabase db = GetDatabase(id32 >> 16);
- return (db != null) ? db.GetItem(id32 & 0xFFFF) : null;
- }
-
- ///
- /// Find the item with the specified name.
- ///
-
- static public InvBaseItem FindByName (string exact)
- {
- for (int i = 0, imax = list.Length; i < imax; ++i)
- {
- InvDatabase db = list[i];
-
- for (int b = 0, bmax = db.items.Count; b < bmax; ++b)
- {
- InvBaseItem item = db.items[b];
-
- if (item.name == exact)
- {
- return item;
- }
- }
- }
- return null;
- }
-
- ///
- /// Get the full 32-bit ID of the specified item.
- /// Use this to get a list of items on the character that can get saved out to an external database or file.
- ///
-
- static public int FindItemID (InvBaseItem item)
- {
- for (int i = 0, imax = list.Length; i < imax; ++i)
- {
- InvDatabase db = list[i];
-
- if (db.items.Contains(item))
- {
- return (db.databaseID << 16) | item.id16;
- }
- }
- return -1;
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs.meta
deleted file mode 100644
index 7df271d..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvDatabase.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 5be182ce83f3ee04b941134953597507
-MonoImporter:
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diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs
deleted file mode 100644
index 6085f9f..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs
+++ /dev/null
@@ -1,157 +0,0 @@
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Inventory system -- Equipment class works with InvAttachmentPoints and allows to visually equip and remove items.
-///
-
-[AddComponentMenu("NGUI/Examples/Equipment")]
-public class InvEquipment : MonoBehaviour
-{
- InvGameItem[] mItems;
- InvAttachmentPoint[] mAttachments;
-
- ///
- /// List of equipped items (with a finite number of equipment slots).
- ///
-
- public InvGameItem[] equippedItems { get { return mItems; } }
-
- ///
- /// Equip the specified item automatically replacing an existing one.
- ///
-
- public InvGameItem Replace (InvBaseItem.Slot slot, InvGameItem item)
- {
- InvBaseItem baseItem = (item != null) ? item.baseItem : null;
-
- if (slot != InvBaseItem.Slot.None)
- {
- // If the item is not of appropriate type, we shouldn't do anything
- if (baseItem != null && baseItem.slot != slot) return item;
-
- if (mItems == null)
- {
- // Automatically figure out how many item slots we need
- int count = (int)InvBaseItem.Slot._LastDoNotUse;
- mItems = new InvGameItem[count];
- }
-
- // Equip this item
- InvGameItem prev = mItems[(int)slot - 1];
- mItems[(int)slot - 1] = item;
-
- // Get the list of all attachment points
- if (mAttachments == null) mAttachments = GetComponentsInChildren();
-
- // Equip the item visually
- for (int i = 0, imax = mAttachments.Length; i < imax; ++i)
- {
- InvAttachmentPoint ip = mAttachments[i];
-
- if (ip.slot == slot)
- {
- GameObject go = ip.Attach(baseItem != null ? baseItem.attachment : null);
-
- if (baseItem != null && go != null)
- {
- Renderer ren = go.renderer;
- if (ren != null) ren.material.color = baseItem.color;
- }
- }
- }
- return prev;
- }
- else if (item != null)
- {
- Debug.LogWarning("Can't equip \"" + item.name + "\" because it doesn't specify an item slot");
- }
- return item;
- }
-
- ///
- /// Equip the specified item and return the item that was replaced.
- ///
-
- public InvGameItem Equip (InvGameItem item)
- {
- if (item != null)
- {
- InvBaseItem baseItem = item.baseItem;
- if (baseItem != null) return Replace(baseItem.slot, item);
- else Debug.LogWarning("Can't resolve the item ID of " + item.baseItemID);
- }
- return item;
- }
-
- ///
- /// Unequip the specified item, returning it if the operation was successful.
- ///
-
- public InvGameItem Unequip (InvGameItem item)
- {
- if (item != null)
- {
- InvBaseItem baseItem = item.baseItem;
- if (baseItem != null) return Replace(baseItem.slot, null);
- }
- return item;
- }
-
- ///
- /// Unequip the item from the specified slot, returning the item that was unequipped.
- ///
-
- public InvGameItem Unequip (InvBaseItem.Slot slot) { return Replace(slot, null); }
-
- ///
- /// Whether the specified item is currently equipped.
- ///
-
- public bool HasEquipped (InvGameItem item)
- {
- if (mItems != null)
- {
- for (int i = 0, imax = mItems.Length; i < imax; ++i)
- {
- if (mItems[i] == item) return true;
- }
- }
- return false;
- }
-
- ///
- /// Whether the specified slot currently has an item equipped.
- ///
-
- public bool HasEquipped (InvBaseItem.Slot slot)
- {
- if (mItems != null)
- {
- for (int i = 0, imax = mItems.Length; i < imax; ++i)
- {
- InvBaseItem baseItem = mItems[i].baseItem;
- if (baseItem != null && baseItem.slot == slot) return true;
- }
- }
- return false;
- }
-
- ///
- /// Retrieves the item in the specified slot.
- ///
-
- public InvGameItem GetItem (InvBaseItem.Slot slot)
- {
- if (slot != InvBaseItem.Slot.None)
- {
- int index = (int)slot - 1;
-
- if (mItems != null && index < mItems.Length)
- {
- return mItems[index];
- }
- }
- return null;
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs.meta
deleted file mode 100644
index 5eb6bd1..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvEquipment.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 669bf9dcd99e8c6448f446db4f3c10fc
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs
deleted file mode 100644
index 3ee34d4..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs
+++ /dev/null
@@ -1,212 +0,0 @@
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Since it would be incredibly tedious to create thousands of unique items by hand, a simple solution is needed.
-/// Separating items into 2 parts is that solution. Base item contains stats that the item would have if it was max
-/// level. All base items are created with their stats at max level. Game item, the second item class, has an
-/// effective item level which is used to calculate effective item stats. Game items can be generated with a random
-/// level (clamped within base item's min/max level range), and with random quality affecting the item's stats.
-///
-
-[System.Serializable]
-public class InvGameItem
-{
- public enum Quality
- {
- Broken,
- Cursed,
- Damaged,
- Worn,
- Sturdy, // Normal quality
- Polished,
- Improved,
- Crafted,
- Superior,
- Enchanted,
- Epic,
- Legendary,
- _LastDoNotUse, // Flash export doesn't support Enum.GetNames :(
- }
-
- // ID of the base item used to create this game item
- [SerializeField] int mBaseItemID = 0;
-
- ///
- /// Item quality -- applies a penalty or bonus to all base stats.
- ///
-
- public Quality quality = Quality.Sturdy;
-
- ///
- /// Item's effective level.
- ///
-
- public int itemLevel = 1;
-
- // Cached for speed
- InvBaseItem mBaseItem;
-
- ///
- /// ID of the base item used to create this one.
- ///
-
- public int baseItemID { get { return mBaseItemID; } }
-
- ///
- /// Base item used by this game item.
- ///
-
- public InvBaseItem baseItem
- {
- get
- {
- if (mBaseItem == null)
- {
- mBaseItem = InvDatabase.FindByID(baseItemID);
- }
- return mBaseItem;
- }
- }
-
- ///
- /// Game item's name should prefix the quality
- ///
-
- public string name
- {
- get
- {
- if (baseItem == null) return null;
- return quality.ToString() + " " + baseItem.name;
- }
- }
-
- ///
- /// Put your formula for calculating the item stat modifier here.
- /// Simplest formula -- scale it with quality and item level.
- /// Since all stats on base items are specified at max item level,
- /// calculating the effective multiplier is as simple as itemLevel/maxLevel.
- ///
-
- public float statMultiplier
- {
- get
- {
- float mult = 0f;
-
- switch (quality)
- {
- case Quality.Cursed: mult = -1f; break;
- case Quality.Broken: mult = 0f; break;
- case Quality.Damaged: mult = 0.25f; break;
- case Quality.Worn: mult = 0.9f; break;
- case Quality.Sturdy: mult = 1f; break;
- case Quality.Polished: mult = 1.1f; break;
- case Quality.Improved: mult = 1.25f; break;
- case Quality.Crafted: mult = 1.5f; break;
- case Quality.Superior: mult = 1.75f; break;
- case Quality.Enchanted: mult = 2f; break;
- case Quality.Epic: mult = 2.5f; break;
- case Quality.Legendary: mult = 3f; break;
- }
-
- // Take item's level into account
- float linear = itemLevel / 50f;
-
- // Add a curve for more interesting results
- mult *= Mathf.Lerp(linear, linear * linear, 0.5f);
- return mult;
- }
- }
-
- ///
- /// Item's color based on quality. You will likely want to change this to your own colors.
- ///
-
- public Color color
- {
- get
- {
- Color c = Color.white;
-
- switch (quality)
- {
- case Quality.Cursed: c = Color.red; break;
- case Quality.Broken: c = new Color(0.4f, 0.2f, 0.2f); break;
- case Quality.Damaged: c = new Color(0.4f, 0.4f, 0.4f); break;
- case Quality.Worn: c = new Color(0.7f, 0.7f, 0.7f); break;
- case Quality.Sturdy: c = new Color(1.0f, 1.0f, 1.0f); break;
- case Quality.Polished: c = NGUIMath.HexToColor(0xe0ffbeff); break;
- case Quality.Improved: c = NGUIMath.HexToColor(0x93d749ff); break;
- case Quality.Crafted: c = NGUIMath.HexToColor(0x4eff00ff); break;
- case Quality.Superior: c = NGUIMath.HexToColor(0x00baffff); break;
- case Quality.Enchanted: c = NGUIMath.HexToColor(0x7376fdff); break;
- case Quality.Epic: c = NGUIMath.HexToColor(0x9600ffff); break;
- case Quality.Legendary: c = NGUIMath.HexToColor(0xff9000ff); break;
- }
- return c;
- }
- }
-
- ///
- /// Create a game item with the specified ID.
- ///
-
- public InvGameItem (int id) { mBaseItemID = id; }
-
- ///
- /// Create a game item with the specified ID and base item.
- ///
-
- public InvGameItem (int id, InvBaseItem bi) { mBaseItemID = id; mBaseItem = bi; }
-
- ///
- /// Calculate and return the list of effective stats based on item level and quality.
- ///
-
- public List CalculateStats ()
- {
- List stats = new List();
-
- if (baseItem != null)
- {
- float mult = statMultiplier;
- List baseStats = baseItem.stats;
-
- for (int i = 0, imax = baseStats.Count; i < imax; ++i)
- {
- InvStat bs = baseStats[i];
- int amount = Mathf.RoundToInt(mult * bs.amount);
- if (amount == 0) continue;
-
- bool found = false;
-
- for (int b = 0, bmax = stats.Count; b < bmax; ++b)
- {
- InvStat s = stats[b];
-
- if (s.id == bs.id && s.modifier == bs.modifier)
- {
- s.amount += amount;
- found = true;
- break;
- }
- }
-
- if (!found)
- {
- InvStat stat = new InvStat();
- stat.id = bs.id;
- stat.amount = amount;
- stat.modifier = bs.modifier;
- stats.Add(stat);
- }
- }
-
- // This would be the place to determine if it's a weapon or armor and sort stats accordingly
- stats.Sort(InvStat.CompareArmor);
- }
- return stats;
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs.meta
deleted file mode 100644
index afe2610..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvGameItem.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 94ca21840c42aad40b9f5229b16282d4
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs
deleted file mode 100644
index 5cdb099..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs
+++ /dev/null
@@ -1,123 +0,0 @@
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Inventory System statistic
-///
-
-[System.Serializable]
-public class InvStat
-{
- ///
- /// Customize this enum with statistics appropriate for your own game
- ///
-
- public enum Identifier
- {
- Strength,
- Constitution,
- Agility,
- Intelligence,
- Damage,
- Crit,
- Armor,
- Health,
- Mana,
- Other,
- }
-
- ///
- /// Formula for final stats: [sum of raw amounts] * (1 + [sum of percent amounts])
- ///
-
- public enum Modifier
- {
- Added,
- Percent,
- }
-
- public Identifier id;
- public Modifier modifier;
- public int amount;
-
- ///
- /// Get the localized name of the stat.
- ///
-
- static public string GetName (Identifier i)
- {
- return i.ToString();
- }
-
- ///
- /// Get the localized stat's description -- adjust this to fit your own stats.
- ///
-
- static public string GetDescription (Identifier i)
- {
- switch (i)
- {
- case Identifier.Strength: return "Strength increases melee damage";
- case Identifier.Constitution: return "Constitution increases health";
- case Identifier.Agility: return "Agility increases armor";
- case Identifier.Intelligence: return "Intelligence increases mana";
- case Identifier.Damage: return "Damage adds to the amount of damage done in combat";
- case Identifier.Crit: return "Crit increases the chance of landing a critical strike";
- case Identifier.Armor: return "Armor protects from damage";
- case Identifier.Health: return "Health prolongs life";
- case Identifier.Mana: return "Mana increases the number of spells that can be cast";
- }
- return null;
- }
-
- ///
- /// Comparison function for sorting armor. Armor value will show up first, followed by damage.
- ///
-
- static public int CompareArmor (InvStat a, InvStat b)
- {
- int ia = (int)a.id;
- int ib = (int)b.id;
-
- if (a.id == Identifier.Armor) ia -= 10000;
- else if (a.id == Identifier.Damage) ia -= 5000;
- if (b.id == Identifier.Armor) ib -= 10000;
- else if (b.id == Identifier.Damage) ib -= 5000;
-
- if (a.amount < 0) ia += 1000;
- if (b.amount < 0) ib += 1000;
-
- if (a.modifier == Modifier.Percent) ia += 100;
- if (b.modifier == Modifier.Percent) ib += 100;
-
- // Not using ia.CompareTo(ib) here because Flash export doesn't understand that
- if (ia < ib) return -1;
- if (ia > ib) return 1;
- return 0;
- }
-
- ///
- /// Comparison function for sorting weapons. Damage value will show up first, followed by armor.
- ///
-
- static public int CompareWeapon (InvStat a, InvStat b)
- {
- int ia = (int)a.id;
- int ib = (int)b.id;
-
- if (a.id == Identifier.Damage) ia -= 10000;
- else if (a.id == Identifier.Armor) ia -= 5000;
- if (b.id == Identifier.Damage) ib -= 10000;
- else if (b.id == Identifier.Armor) ib -= 5000;
-
- if (a.amount < 0) ia += 1000;
- if (b.amount < 0) ib += 1000;
-
- if (a.modifier == Modifier.Percent) ia += 100;
- if (b.modifier == Modifier.Percent) ib += 100;
-
- if (ia < ib) return -1;
- if (ia > ib) return 1;
- return 0;
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs.meta
deleted file mode 100644
index 6dfd15f..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/InventorySystem/System/InvStat.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 82b955af6f248024a8bf6a788bedb6fd
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other.meta
deleted file mode 100644
index 6efe200..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 4b5844c4c66f34d45acb150ff8077ebd
-folderAsset: yes
-DefaultImporter:
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs
deleted file mode 100644
index 0c63a20..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs
+++ /dev/null
@@ -1,71 +0,0 @@
-using UnityEngine;
-
-///
-/// Very simple example of how to use a TextList with a UIInput for chat.
-///
-
-[RequireComponent(typeof(UIInput))]
-[AddComponentMenu("NGUI/Examples/Chat Input")]
-public class ChatInput : MonoBehaviour
-{
- public UITextList textList;
- public bool fillWithDummyData = false;
-
- UIInput mInput;
- bool mIgnoreNextEnter = false;
-
- ///
- /// Add some dummy text to the text list.
- ///
-
- void Start ()
- {
- mInput = GetComponent();
-
- if (fillWithDummyData && textList != null)
- {
- for (int i = 0; i < 30; ++i)
- {
- textList.Add(((i % 2 == 0) ? "[FFFFFF]" : "[AAAAAA]") +
- "This is an example paragraph for the text list, testing line " + i + "[-]");
- }
- }
- }
-
- ///
- /// Pressing 'enter' should immediately give focus to the input field.
- ///
-
- void Update ()
- {
- if (Input.GetKeyUp(KeyCode.Return))
- {
- if (!mIgnoreNextEnter && !mInput.selected)
- {
- mInput.selected = true;
- }
- mIgnoreNextEnter = false;
- }
- }
-
- ///
- /// Submit notification is sent by UIInput when 'enter' is pressed or iOS/Android keyboard finalizes input.
- ///
-
- void OnSubmit ()
- {
- if (textList != null)
- {
- // It's a good idea to strip out all symbols as we don't want user input to alter colors, add new lines, etc
- string text = NGUITools.StripSymbols(mInput.text);
-
- if (!string.IsNullOrEmpty(text))
- {
- textList.Add(text);
- mInput.text = "";
- mInput.selected = false;
- }
- }
- mIgnoreNextEnter = true;
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs.meta
deleted file mode 100644
index 6ca404e..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/ChatInput.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 0c4f0ea813e2aef4588e27970990027a
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs
deleted file mode 100644
index 34ef2f4..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs
+++ /dev/null
@@ -1,39 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using System.Collections;
-
-///
-/// Simple script that shows how to download a remote texture and assign it to be used by a UITexture.
-///
-
-[RequireComponent(typeof(UITexture))]
-public class DownloadTexture : MonoBehaviour
-{
- public string url = "http://www.yourwebsite.com/logo.png";
-
- Texture2D mTex;
-
- IEnumerator Start ()
- {
- WWW www = new WWW(url);
- yield return www;
- mTex = www.texture;
-
- if (mTex != null)
- {
- UITexture ut = GetComponent();
- ut.mainTexture = mTex;
- ut.MakePixelPerfect();
- }
- www.Dispose();
- }
-
- void OnDestroy ()
- {
- if (mTex != null) Destroy(mTex);
- }
-}
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs.meta
deleted file mode 100644
index 1d28305..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DownloadTexture.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 28e7f0f53a61c6842a620d1114ae614f
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs
deleted file mode 100644
index 0525873..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs
+++ /dev/null
@@ -1,12 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2012 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-
-[AddComponentMenu("NGUI/Examples/Drag and Drop Container")]
-public class DragDropContainer : MonoBehaviour
-{
- // No code here. Attaching this script simply identifies it as a container for the DragDropObject script.
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs.meta
deleted file mode 100644
index 447ac24..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropContainer.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: c33bc83ab81ec0c44976c6fb1d44e55a
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs
deleted file mode 100644
index 910303e..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs
+++ /dev/null
@@ -1,125 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2012 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-
-[AddComponentMenu("NGUI/Examples/Drag and Drop Item")]
-public class DragDropItem : MonoBehaviour
-{
- ///
- /// Prefab object that will be instantiated on the DragDropSurface if it receives the OnDrop event.
- ///
-
- public GameObject prefab;
-
- Transform mTrans;
- bool mIsDragging = false;
- bool mSticky = false;
- Transform mParent;
-
- ///
- /// Update the table, if there is one.
- ///
-
- void UpdateTable ()
- {
- UITable table = NGUITools.FindInParents(gameObject);
- if (table != null) table.repositionNow = true;
- }
-
- ///
- /// Drop the dragged object.
- ///
-
- void Drop ()
- {
- // Is there a droppable container?
- Collider col = UICamera.lastHit.collider;
- DragDropContainer container = (col != null) ? col.gameObject.GetComponent() : null;
-
- if (container != null)
- {
- // Container found -- parent this object to the container
- mTrans.parent = container.transform;
-
- Vector3 pos = mTrans.localPosition;
- pos.z = 0f;
- mTrans.localPosition = pos;
- }
- else
- {
- // No valid container under the mouse -- revert the item's parent
- mTrans.parent = mParent;
- }
-
- // Notify the table of this change
- UpdateTable();
-
- // Make all widgets update their parents
- NGUITools.MarkParentAsChanged(gameObject);
- }
-
- ///
- /// Cache the transform.
- ///
-
- void Awake () { mTrans = transform; }
-
- ///
- /// Start the drag event and perform the dragging.
- ///
-
- void OnDrag (Vector2 delta)
- {
- if (enabled && UICamera.currentTouchID > -2)
- {
- if (!mIsDragging)
- {
- mIsDragging = true;
- mParent = mTrans.parent;
- mTrans.parent = DragDropRoot.root;
-
- Vector3 pos = mTrans.localPosition;
- pos.z = 0f;
- mTrans.localPosition = pos;
-
- NGUITools.MarkParentAsChanged(gameObject);
- }
- else
- {
- mTrans.localPosition += (Vector3)delta;
- }
- }
- }
-
- ///
- /// Start or stop the drag operation.
- ///
-
- void OnPress (bool isPressed)
- {
- if (enabled)
- {
- if (isPressed)
- {
- if (!UICamera.current.stickyPress)
- {
- mSticky = true;
- UICamera.current.stickyPress = true;
- }
- }
- else if (mSticky)
- {
- mSticky = false;
- UICamera.current.stickyPress = false;
- }
-
- mIsDragging = false;
- Collider col = collider;
- if (col != null) col.enabled = !isPressed;
- if (!isPressed) Drop();
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs.meta
deleted file mode 100644
index da49f6b..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropItem.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: d331b94ba7bbfa343bb6b9f9282b5c93
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs
deleted file mode 100644
index c47fc54..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs
+++ /dev/null
@@ -1,20 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2012 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-
-///
-/// When Drag & Drop event begins in DragDropObject, it will re-parent itself to the DragDropRoot instead.
-/// It's useful when you're dragging something out of a clipped panel -- you will want to reparent it before
-/// it can be dragged outside.
-///
-
-[AddComponentMenu("NGUI/Examples/Drag and Drop Root")]
-public class DragDropRoot : MonoBehaviour
-{
- static public Transform root;
-
- void Awake () { root = transform; }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs.meta
deleted file mode 100644
index 5957af4..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropRoot.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: f58673abf18fa334bbffe3a5b682f103
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs
deleted file mode 100644
index 7c59c0b..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs
+++ /dev/null
@@ -1,32 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2012 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-
-///
-/// Simple example of an OnDrop event accepting a game object. In this case we check to see if there is a DragDropObject present,
-/// and if so -- create its prefab on the surface, then destroy the object.
-///
-
-[AddComponentMenu("NGUI/Examples/Drag and Drop Surface")]
-public class DragDropSurface : MonoBehaviour
-{
- public bool rotatePlacedObject = false;
-
- void OnDrop (GameObject go)
- {
- DragDropItem ddo = go.GetComponent();
-
- if (ddo != null)
- {
- GameObject child = NGUITools.AddChild(gameObject, ddo.prefab);
-
- Transform trans = child.transform;
- trans.position = UICamera.lastHit.point;
- if (rotatePlacedObject) trans.rotation = Quaternion.LookRotation(UICamera.lastHit.normal) * Quaternion.Euler(90f, 0f, 0f);
- Destroy(go);
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs.meta
deleted file mode 100644
index ac75310..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/DragDropSurface.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 5c645c85ed4826348b5000ddccd0f936
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs
deleted file mode 100644
index 48a3a13..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs
+++ /dev/null
@@ -1,45 +0,0 @@
-using UnityEngine;
-
-///
-/// Attach to a game object to make its position always lag behind its parent as the parent moves.
-///
-
-[AddComponentMenu("NGUI/Examples/Lag Position")]
-public class LagPosition : MonoBehaviour
-{
- public int updateOrder = 0;
- public Vector3 speed = new Vector3(10f, 10f, 10f);
- public bool ignoreTimeScale = false;
-
- Transform mTrans;
- Vector3 mRelative;
- Vector3 mAbsolute;
-
- void Start ()
- {
- mTrans = transform;
- mRelative = mTrans.localPosition;
- if (ignoreTimeScale) UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate);
- else UpdateManager.AddLateUpdate(this, updateOrder, CoroutineUpdate);
- }
-
- void OnEnable()
- {
- mTrans = transform;
- mAbsolute = mTrans.position;
- }
-
- void CoroutineUpdate (float delta)
- {
- Transform parent = mTrans.parent;
-
- if (parent != null)
- {
- Vector3 target = parent.position + parent.rotation * mRelative;
- mAbsolute.x = Mathf.Lerp(mAbsolute.x, target.x, Mathf.Clamp01(delta * speed.x));
- mAbsolute.y = Mathf.Lerp(mAbsolute.y, target.y, Mathf.Clamp01(delta * speed.y));
- mAbsolute.z = Mathf.Lerp(mAbsolute.z, target.z, Mathf.Clamp01(delta * speed.z));
- mTrans.position = mAbsolute;
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs.meta
deleted file mode 100644
index bde7559..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagPosition.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 7e58031db5aeb444da199e06c340c871
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: -100
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs
deleted file mode 100644
index 8b7dc40..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs
+++ /dev/null
@@ -1,37 +0,0 @@
-using UnityEngine;
-
-///
-/// Attach to a game object to make its rotation always lag behind its parent as the parent rotates.
-///
-
-[AddComponentMenu("NGUI/Examples/Lag Rotation")]
-public class LagRotation : MonoBehaviour
-{
- public int updateOrder = 0;
- public float speed = 10f;
- public bool ignoreTimeScale = false;
-
- Transform mTrans;
- Quaternion mRelative;
- Quaternion mAbsolute;
-
- void Start()
- {
- mTrans = transform;
- mRelative = mTrans.localRotation;
- mAbsolute = mTrans.rotation;
- if (ignoreTimeScale) UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate);
- else UpdateManager.AddLateUpdate(this, updateOrder, CoroutineUpdate);
- }
-
- void CoroutineUpdate (float delta)
- {
- Transform parent = mTrans.parent;
-
- if (parent != null)
- {
- mAbsolute = Quaternion.Slerp(mAbsolute, parent.rotation * mRelative, delta * speed);
- mTrans.rotation = mAbsolute;
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs.meta
deleted file mode 100644
index a401688..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LagRotation.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: b2f7cad6a754193478a36b8177641278
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: -50
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs
deleted file mode 100644
index 4df896b..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs
+++ /dev/null
@@ -1,15 +0,0 @@
-using UnityEngine;
-
-[AddComponentMenu("NGUI/Examples/Load Level On Click")]
-public class LoadLevelOnClick : MonoBehaviour
-{
- public string levelName;
-
- void OnClick ()
- {
- if (!string.IsNullOrEmpty(levelName))
- {
- Application.LoadLevel(levelName);
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs.meta
deleted file mode 100644
index d15fd93..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LoadLevelOnClick.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 4df31385379812441bfc75a419c76729
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs
deleted file mode 100644
index 1b452e6..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs
+++ /dev/null
@@ -1,36 +0,0 @@
-using UnityEngine;
-
-///
-/// Attaching this script to an object will make that object face the specified target.
-/// The most ideal use for this script is to attach it to the camera and make the camera look at its target.
-///
-
-[AddComponentMenu("NGUI/Examples/Look At Target")]
-public class LookAtTarget : MonoBehaviour
-{
- public int level = 0;
- public Transform target;
- public float speed = 8f;
-
- Transform mTrans;
-
- void Start ()
- {
- mTrans = transform;
- }
-
- void LateUpdate ()
- {
- if (target != null)
- {
- Vector3 dir = target.position - mTrans.position;
- float mag = dir.magnitude;
-
- if (mag > 0.001f)
- {
- Quaternion lookRot = Quaternion.LookRotation(dir);
- mTrans.rotation = Quaternion.Slerp(mTrans.rotation, lookRot, Mathf.Clamp01(speed * Time.deltaTime));
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs.meta
deleted file mode 100644
index e65136f..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/LookAtTarget.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 2beca3ab63dabae4782a28898bed8b06
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs
deleted file mode 100644
index 859c341..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs
+++ /dev/null
@@ -1,37 +0,0 @@
-using UnityEngine;
-
-///
-/// Placing this script on the game object will make that game object pan with mouse movement.
-///
-
-[AddComponentMenu("NGUI/Examples/Pan With Mouse")]
-public class PanWithMouse : IgnoreTimeScale
-{
- public Vector2 degrees = new Vector2(5f, 3f);
- public float range = 1f;
-
- Transform mTrans;
- Quaternion mStart;
- Vector2 mRot = Vector2.zero;
-
- void Start ()
- {
- mTrans = transform;
- mStart = mTrans.localRotation;
- }
-
- void Update ()
- {
- float delta = UpdateRealTimeDelta();
- Vector3 pos = Input.mousePosition;
-
- float halfWidth = Screen.width * 0.5f;
- float halfHeight = Screen.height * 0.5f;
- if (range < 0.1f) range = 0.1f;
- float x = Mathf.Clamp((pos.x - halfWidth) / halfWidth / range, -1f, 1f);
- float y = Mathf.Clamp((pos.y - halfHeight) / halfHeight / range, -1f, 1f);
- mRot = Vector2.Lerp(mRot, new Vector2(x, y), delta * 5f);
-
- mTrans.localRotation = mStart * Quaternion.Euler(-mRot.y * degrees.y, mRot.x * degrees.x, 0f);
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs.meta
deleted file mode 100644
index 1467453..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/PanWithMouse.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: cef9873bc3783e249b519e15ee14b35a
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs
deleted file mode 100644
index a4bddfb..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs
+++ /dev/null
@@ -1,88 +0,0 @@
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Attach this script to any object that has idle animations.
-/// It's expected that the main idle loop animation is called "idle", and idle
-/// break animations all begin with "idle" (ex: idleStretch, idleYawn, etc).
-/// The script will place the idle loop animation on layer 0, and breaks on layer 1.
-///
-
-[AddComponentMenu("NGUI/Examples/Play Idle Animations")]
-public class PlayIdleAnimations : MonoBehaviour
-{
- Animation mAnim;
- AnimationClip mIdle;
- List mBreaks = new List();
- float mNextBreak = 0f;
- int mLastIndex = 0;
-
- ///
- /// Find all idle animations.
- ///
-
- void Start ()
- {
- mAnim = GetComponentInChildren();
-
- if (mAnim == null)
- {
- Debug.LogWarning(NGUITools.GetHierarchy(gameObject) + " has no Animation component");
- Destroy(this);
- }
- else
- {
- foreach (AnimationState state in mAnim)
- {
- if (state.clip.name == "idle")
- {
- state.layer = 0;
- mIdle = state.clip;
- mAnim.Play(mIdle.name);
- }
- else if (state.clip.name.StartsWith("idle"))
- {
- state.layer = 1;
- mBreaks.Add(state.clip);
- }
- }
-
- // No idle breaks found -- this script is unnecessary
- if (mBreaks.Count == 0) Destroy(this);
- }
- }
-
- ///
- /// If it's time to play a new idle break animation, do so.
- ///
-
- void Update ()
- {
- if (mNextBreak < Time.time)
- {
- if (mBreaks.Count == 1)
- {
- // Only one break animation
- AnimationClip clip = mBreaks[0];
- mNextBreak = Time.time + clip.length + Random.Range(5f, 15f);
- mAnim.CrossFade(clip.name);
- }
- else
- {
- int index = Random.Range(0, mBreaks.Count - 1);
-
- // Never choose the same animation twice in a row
- if (mLastIndex == index)
- {
- ++index;
- if (index >= mBreaks.Count) index = 0;
- }
-
- mLastIndex = index;
- AnimationClip clip = mBreaks[index];
- mNextBreak = Time.time + clip.length + Random.Range(2f, 8f);
- mAnim.CrossFade(clip.name);
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs.meta
deleted file mode 100644
index d39e85a..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/PlayIdleAnimations.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: e7393c14f99274841887c9890b46216d
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs
deleted file mode 100644
index a287e9a..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs
+++ /dev/null
@@ -1,29 +0,0 @@
-using UnityEngine;
-
-///
-/// Simple script used by Tutorial 11 that sets the color of the sprite based on the string value.
-///
-
-[ExecuteInEditMode]
-[RequireComponent(typeof(UIWidget))]
-[AddComponentMenu("NGUI/Examples/Set Color on Selection")]
-public class SetColorOnSelection : MonoBehaviour
-{
- UIWidget mWidget;
-
- void OnSelectionChange (string val)
- {
- if (mWidget == null) mWidget = GetComponent();
-
- switch (val)
- {
- case "White": mWidget.color = Color.white; break;
- case "Red": mWidget.color = Color.red; break;
- case "Green": mWidget.color = Color.green; break;
- case "Blue": mWidget.color = Color.blue; break;
- case "Yellow": mWidget.color = Color.yellow; break;
- case "Cyan": mWidget.color = Color.cyan; break;
- case "Magenta": mWidget.color = Color.magenta; break;
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs.meta
deleted file mode 100644
index edc82ff..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/SetColorOnSelection.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 1c0c14d2698771846ad203a553cbc444
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs
deleted file mode 100644
index f8899de..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-using UnityEngine;
-
-///
-/// Change the shader level-of-detail to match the quality settings.
-///
-
-[ExecuteInEditMode]
-[AddComponentMenu("NGUI/Examples/Shader Quality")]
-public class ShaderQuality : MonoBehaviour
-{
- int mCurrent = 600;
-
- void Update ()
- {
- int current = (QualitySettings.GetQualityLevel() + 1) * 100;
-
- if (mCurrent != current)
- {
- mCurrent = current;
- Shader.globalMaximumLOD = mCurrent;
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs.meta
deleted file mode 100644
index 71a7187..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/ShaderQuality.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 90b2b27c885e1544598b824822e98119
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs
deleted file mode 100644
index d245c6b..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs
+++ /dev/null
@@ -1,50 +0,0 @@
-using UnityEngine;
-
-///
-/// Want something to spin? Attach this script to it. Works equally well with rigidbodies as without.
-///
-
-[AddComponentMenu("NGUI/Examples/Spin")]
-public class Spin : MonoBehaviour
-{
- public Vector3 rotationsPerSecond = new Vector3(0f, 0.1f, 0f);
-
- Rigidbody mRb;
- Transform mTrans;
-
- void Start ()
- {
- mTrans = transform;
- mRb = rigidbody;
- }
-
- void Update ()
- {
- if (mRb == null)
- {
- ApplyDelta(Time.deltaTime);
- }
- }
- void FixedUpdate ()
- {
- if (mRb != null)
- {
- ApplyDelta(Time.deltaTime);
- }
- }
-
- public void ApplyDelta (float delta)
- {
- delta *= Mathf.Rad2Deg * Mathf.PI * 2f;
- Quaternion offset = Quaternion.Euler(rotationsPerSecond * delta);
-
- if (mRb == null)
- {
- mTrans.rotation = mTrans.rotation * offset;
- }
- else
- {
- mRb.MoveRotation(mRb.rotation * offset);
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs.meta
deleted file mode 100644
index 6492875..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/Spin.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: cf6484591c9cb0e409f5c53c6978a95d
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs
deleted file mode 100644
index efa50e7..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs
+++ /dev/null
@@ -1,29 +0,0 @@
-using UnityEngine;
-
-[AddComponentMenu("NGUI/Examples/Spin With Mouse")]
-public class SpinWithMouse : MonoBehaviour
-{
- public Transform target;
- public float speed = 1f;
-
- Transform mTrans;
-
- void Start ()
- {
- mTrans = transform;
- }
-
- void OnDrag (Vector2 delta)
- {
- UICamera.currentTouch.clickNotification = UICamera.ClickNotification.None;
-
- if (target != null)
- {
- target.localRotation = Quaternion.Euler(0f, -0.5f * delta.x * speed, 0f) * target.localRotation;
- }
- else
- {
- mTrans.localRotation = Quaternion.Euler(0f, -0.5f * delta.x * speed, 0f) * mTrans.localRotation;
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs.meta
deleted file mode 100644
index 23c0ce7..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/SpinWithMouse.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: d335b6026587ad24dbe124fe5dd1cc02
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs
deleted file mode 100644
index 37fef2b..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs
+++ /dev/null
@@ -1,46 +0,0 @@
-using UnityEngine;
-
-///
-/// Trivial script that fills the label's contents gradually, as if someone was typing.
-///
-
-[RequireComponent(typeof(UILabel))]
-[AddComponentMenu("NGUI/Examples/Typewriter Effect")]
-public class TypewriterEffect : MonoBehaviour
-{
- public int charsPerSecond = 40;
-
- UILabel mLabel;
- string mText;
- int mOffset = 0;
- float mNextChar = 0f;
-
- void Update ()
- {
- if (mLabel == null)
- {
- mLabel = GetComponent();
- mLabel.supportEncoding = false;
- mLabel.symbolStyle = UIFont.SymbolStyle.None;
- Vector2 scale = mLabel.cachedTransform.localScale;
- mLabel.font.WrapText(mLabel.text, out mText, mLabel.lineWidth / scale.x, mLabel.lineHeight / scale.y, mLabel.maxLineCount, false, UIFont.SymbolStyle.None);
- }
-
- if (mOffset < mText.Length)
- {
- if (mNextChar <= Time.time)
- {
- charsPerSecond = Mathf.Max(1, charsPerSecond);
-
- // Periods and end-of-line characters should pause for a longer time.
- float delay = 1f / charsPerSecond;
- char c = mText[mOffset];
- if (c == '.' || c == '\n' || c == '!' || c == '?') delay *= 4f;
-
- mNextChar = Time.time + delay;
- mLabel.text = mText.Substring(0, ++mOffset);
- }
- }
- else Destroy(this);
- }
-}
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs.meta
deleted file mode 100644
index ed46480..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/TypewriterEffect.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: e5e1210a659c71f49b09ec14c4d40e77
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs
deleted file mode 100644
index 691e29b..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs
+++ /dev/null
@@ -1,258 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using System.Collections;
-using System.Collections.Generic;
-
-///
-/// Update manager allows for simple programmatic ordering of update events.
-///
-
-[ExecuteInEditMode]
-[AddComponentMenu("NGUI/Internal/Update Manager")]
-public class UpdateManager : MonoBehaviour
-{
- public delegate void OnUpdate (float delta);
-
- public class UpdateEntry
- {
- public int index = 0;
- public OnUpdate func;
- public MonoBehaviour mb;
- public bool isMonoBehaviour = false;
- }
-
- public class DestroyEntry
- {
- public Object obj;
- public float time;
- }
-
- static int Compare (UpdateEntry a, UpdateEntry b)
- {
- if (a.index < b.index) return 1;
- if (a.index > b.index) return -1;
- return 0;
- }
-
- static UpdateManager mInst;
- List mOnUpdate = new List();
- List mOnLate = new List();
- List mOnCoro = new List();
- BetterList mDest = new BetterList();
- float mTime = 0f;
-
- ///
- /// Ensure that there is an instance of this class present.
- ///
-
- static void CreateInstance ()
- {
- if (mInst == null)
- {
- mInst = GameObject.FindObjectOfType(typeof(UpdateManager)) as UpdateManager;
-
- if (mInst == null && Application.isPlaying)
- {
- GameObject go = new GameObject("_UpdateManager");
- DontDestroyOnLoad(go);
- //go.hideFlags = HideFlags.HideAndDontSave;
- mInst = go.AddComponent();
- }
- }
- }
-
- ///
- /// Update the specified list.
- ///
-
- void UpdateList (List list, float delta)
- {
- for (int i = list.Count; i > 0; )
- {
- UpdateEntry ent = list[--i];
-
- // If it's a monobehaviour we need to do additional checks
- if (ent.isMonoBehaviour)
- {
- // If the monobehaviour is null, remove this entry
- if (ent.mb == null)
- {
- list.RemoveAt(i);
- continue;
- }
-
- // If the monobehaviour or its game object are disabled, move on to the next entry
- if (!ent.mb.enabled || !NGUITools.GetActive(ent.mb.gameObject)) continue;
- }
-
- // Call the function
- ent.func(delta);
- }
- }
-
- ///
- /// Start the coroutine.
- ///
-
- void Start ()
- {
- if (Application.isPlaying)
- {
- mTime = Time.realtimeSinceStartup;
- StartCoroutine(CoroutineFunction());
- }
- }
-
- ///
- /// Don't keep this class around after stopping the Play mode.
- ///
-
- void OnApplicationQuit () { DestroyImmediate(gameObject); }
-
- ///
- /// Call all update functions.
- ///
-
- void Update ()
- {
- if (mInst != this) NGUITools.Destroy(gameObject);
- else UpdateList(mOnUpdate, Time.deltaTime);
- }
-
- ///
- /// Call all late update functions and destroy this class if no callbacks have been registered.
- ///
-
- void LateUpdate ()
- {
- UpdateList(mOnLate, Time.deltaTime);
- if (!Application.isPlaying) CoroutineUpdate();
- }
-
- ///
- /// Call all coroutine update functions and destroy all delayed destroy objects.
- ///
-
- bool CoroutineUpdate ()
- {
- float time = Time.realtimeSinceStartup;
- float delta = time - mTime;
- if (delta < 0.001f) return true;
-
- mTime = time;
-
- UpdateList(mOnCoro, delta);
-
- bool appIsPlaying = Application.isPlaying;
-
- for (int i = mDest.size; i > 0; )
- {
- DestroyEntry de = mDest.buffer[--i];
-
- if (!appIsPlaying || de.time < mTime)
- {
- if (de.obj != null)
- {
- NGUITools.Destroy(de.obj);
- de.obj = null;
- }
- mDest.RemoveAt(i);
- }
- }
-
- // Nothing left to update? Destroy this game object.
- if (mOnUpdate.Count == 0 && mOnLate.Count == 0 && mOnCoro.Count == 0 && mDest.size == 0)
- {
- NGUITools.Destroy(gameObject);
- return false;
- }
- return true;
- }
-
- ///
- /// Coroutine update function.
- ///
-
- IEnumerator CoroutineFunction ()
- {
- while (Application.isPlaying)
- {
- if (CoroutineUpdate()) yield return null;
- else break;
- }
- }
-
- ///
- /// Generic add function.
- /// Technically 'mb' is not necessary as it can be retrieved by calling 'func.Target as MonoBehaviour'.
- /// Unfortunately Flash export fails to compile with that, claiming the following:
- /// "Error: Access of possibly undefined property Target through a reference with static type Function."
- ///
-
- void Add (MonoBehaviour mb, int updateOrder, OnUpdate func, List list)
- {
-#if !UNITY_FLASH
- // Flash export fails at life.
- for (int i = 0, imax = list.Count; i < imax; ++i)
- {
- UpdateEntry ent = list[i];
- if (ent.func == func) return;
- }
-#endif
-
- UpdateEntry item = new UpdateEntry();
- item.index = updateOrder;
- item.func = func;
- item.mb = mb;
- item.isMonoBehaviour = (mb != null);
-
- list.Add(item);
- if (updateOrder != 0) list.Sort(Compare);
- }
-
- ///
- /// Add a new update function with the specified update order.
- ///
-
- static public void AddUpdate (MonoBehaviour mb, int updateOrder, OnUpdate func) { CreateInstance(); mInst.Add(mb, updateOrder, func, mInst.mOnUpdate); }
-
- ///
- /// Add a new late update function with the specified update order.
- ///
-
- static public void AddLateUpdate (MonoBehaviour mb, int updateOrder, OnUpdate func) { CreateInstance(); mInst.Add(mb, updateOrder, func, mInst.mOnLate); }
-
- ///
- /// Add a new coroutine update function with the specified update order.
- ///
-
- static public void AddCoroutine (MonoBehaviour mb, int updateOrder, OnUpdate func) { CreateInstance(); mInst.Add(mb, updateOrder, func, mInst.mOnCoro); }
-
- ///
- /// Destroy the object after the specified delay in seconds.
- ///
-
- static public void AddDestroy (Object obj, float delay)
- {
- if (obj == null) return;
-
- if (Application.isPlaying)
- {
- if (delay > 0f)
- {
- CreateInstance();
-
- DestroyEntry item = new DestroyEntry();
- item.obj = obj;
- item.time = Time.realtimeSinceStartup + delay;
- mInst.mDest.Add(item);
- }
- else Destroy(obj);
- }
- else DestroyImmediate(obj);
- }
-}
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs.meta
deleted file mode 100644
index 4d56307..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/UpdateManager.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
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- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs
deleted file mode 100644
index 62707f1..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs
+++ /dev/null
@@ -1,37 +0,0 @@
-using UnityEngine;
-
-///
-/// Attaching this script to an object will make it turn as it gets closer to left/right edges of the screen.
-/// Look at how it's used in Example 6.
-///
-
-[AddComponentMenu("NGUI/Examples/Window Auto-Yaw")]
-public class WindowAutoYaw : MonoBehaviour
-{
- public int updateOrder = 0;
- public Camera uiCamera;
- public float yawAmount = 20f;
-
- Transform mTrans;
-
- void OnDisable ()
- {
- mTrans.localRotation = Quaternion.identity;
- }
-
- void Start ()
- {
- if (uiCamera == null) uiCamera = NGUITools.FindCameraForLayer(gameObject.layer);
- mTrans = transform;
- UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate);
- }
-
- void CoroutineUpdate (float delta)
- {
- if (uiCamera != null)
- {
- Vector3 pos = uiCamera.WorldToViewportPoint(mTrans.position);
- mTrans.localRotation = Quaternion.Euler(0f, (pos.x * 2f - 1f) * yawAmount, 0f);
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs.meta
deleted file mode 100644
index 2408dc1..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowAutoYaw.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs b/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs
deleted file mode 100644
index f5c968e..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs
+++ /dev/null
@@ -1,39 +0,0 @@
-using UnityEngine;
-
-///
-/// Attach this script to a child of a draggable window to make it tilt as it's dragged.
-/// Look at how it's used in Example 6.
-///
-
-[AddComponentMenu("NGUI/Examples/Window Drag Tilt")]
-public class WindowDragTilt : MonoBehaviour
-{
- public int updateOrder = 0;
- public float degrees = 30f;
-
- Vector3 mLastPos;
- Transform mTrans;
- float mAngle = 0f;
- bool mInit = true;
-
- void Start () { UpdateManager.AddCoroutine(this, updateOrder, CoroutineUpdate); }
- void OnEnable () { mInit = true; }
-
- void CoroutineUpdate (float delta)
- {
- if (mInit)
- {
- mInit = false;
- mTrans = transform;
- mLastPos = mTrans.position;
- }
-
- Vector3 deltaPos = mTrans.position - mLastPos;
- mLastPos = mTrans.position;
-
- mAngle += deltaPos.x * degrees;
- mAngle = NGUIMath.SpringLerp(mAngle, 0f, 20f, delta);
-
- mTrans.localRotation = Quaternion.Euler(0f, 0f, -mAngle);
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs.meta b/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs.meta
deleted file mode 100644
index 757d5d1..0000000
--- a/Assets/Libraries/NGUI/Examples/Scripts/Other/WindowDragTilt.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
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- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Shaders.meta b/Assets/Libraries/NGUI/Examples/Shaders.meta
deleted file mode 100644
index 96cd2c8..0000000
--- a/Assets/Libraries/NGUI/Examples/Shaders.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
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-DefaultImporter:
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diff --git a/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader b/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader
deleted file mode 100644
index 3a72737..0000000
--- a/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader
+++ /dev/null
@@ -1,267 +0,0 @@
-Shader "Transparent/Refractive"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- _BumpMap ("Normal Map (RGB)", 2D) = "bump" {}
- _Mask ("Specularity (R), Shininess (G), Refraction (B)", 2D) = "black" {}
- _Color ("Color Tint", Color) = (1,1,1,1)
- _Specular ("Specular Color", Color) = (0,0,0,0)
- _Focus ("Focus", Range(-100.0, 100.0)) = -100.0
- _Shininess ("Shininess", Range(0.01, 1.0)) = 0.2
- }
-
- Category
- {
- Tags
- {
- "Queue" = "Transparent+1"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- SubShader
- {
- LOD 500
-
- GrabPass
- {
- Name "BASE"
- Tags { "LightMode" = "Always" }
- }
-
- Cull Off
- ZWrite Off
- ZTest LEqual
- Blend SrcAlpha OneMinusSrcAlpha
- AlphaTest Greater 0
-
- CGPROGRAM
- #pragma exclude_renderers gles
- #pragma vertex vert
- #pragma surface surf PPL alpha
- #include "UnityCG.cginc"
-
- sampler2D _GrabTexture;
- sampler2D _MainTex;
- sampler2D _BumpMap;
- sampler2D _Mask;
-
- fixed4 _Color;
- fixed4 _Specular;
- half4 _GrabTexture_TexelSize;
- half _Focus;
- half _Shininess;
-
- struct Input
- {
- float4 position : POSITION;
- float2 uv_MainTex : TEXCOORD0;
- float4 color : COLOR;
- float4 proj : TEXCOORD1;
- };
-
- void vert (inout appdata_full v, out Input o)
- {
- o.position = mul(UNITY_MATRIX_MVP, v.vertex);
-
- #if UNITY_UV_STARTS_AT_TOP
- float scale = -1.0;
- #else
- float scale = 1.0;
- #endif
- o.proj.xy = (float2(o.position.x, o.position.y * scale) + o.position.w) * 0.5;
- o.proj.zw = o.position.zw;
- }
-
- void surf (Input IN, inout SurfaceOutput o)
- {
- half4 tex = tex2D(_MainTex, IN.uv_MainTex);
- half3 nm = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
- half3 mask = tex2D(_Mask, IN.uv_MainTex);
-
- float2 offset = nm.xy * _GrabTexture_TexelSize.xy * _Focus;
- IN.proj.xy = offset * IN.proj.z + IN.proj.xy;
- half4 ref = tex2Dproj( _GrabTexture, UNITY_PROJ_COORD(IN.proj));
-
- half4 col;
- col.rgb = lerp(IN.color.rgb * tex.rgb, _Color.rgb * ref.rgb, mask.b);
- col.a = IN.color.a * _Color.a * tex.a;
-
- o.Albedo = col.rgb;
- o.Normal = nm;
- o.Specular = mask.r;
- o.Gloss = _Shininess * mask.g;
- o.Alpha = col.a;
- }
-
- // Forward lighting
- half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
- {
- half3 nNormal = normalize(s.Normal);
- half shininess = s.Gloss * 250.0 + 4.0;
-
- #ifndef USING_DIRECTIONAL_LIGHT
- lightDir = normalize(lightDir);
- #endif
-
- // Phong shading model
- half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
-
- // Blinn-Phong shading model
- //half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
-
- half diffuseFactor = max(0.0, dot(nNormal, lightDir));
- half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
-
- half4 c;
- c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
- c.rgb *= (atten * 2.0);
- c.a = s.Alpha;
- return c;
- }
-
- ENDCG
- }
-
- SubShader
- {
- LOD 400
-
- Cull Off
- ZWrite Off
- ZTest LEqual
- Blend SrcAlpha OneMinusSrcAlpha
- AlphaTest Greater 0
-
- CGPROGRAM
- #pragma surface surf PPL alpha
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- sampler2D _BumpMap;
- sampler2D _Mask;
-
- float4 _Color;
- float4 _Specular;
- float _Shininess;
-
- struct Input
- {
- float4 position : POSITION;
- float2 uv_MainTex : TEXCOORD0;
- float4 color : COLOR;
- };
-
- void surf (Input IN, inout SurfaceOutput o)
- {
- half4 tex = tex2D(_MainTex, IN.uv_MainTex);
- half3 nm = UnpackNormal(tex2D(_BumpMap, IN.uv_MainTex));
- half3 mask = tex2D(_Mask, IN.uv_MainTex);
-
- half4 col;
- col.rgb = IN.color.rgb * tex.rgb;
- col.rgb = lerp(col.rgb, _Color.rgb, mask.b * 0.5);
- col.a = IN.color.a * _Color.a * tex.a;
-
- o.Albedo = col.rgb;
- o.Normal = nm;
- o.Specular = mask.r;
- o.Gloss = _Shininess * mask.g;
- o.Alpha = col.a;
- }
-
- // Forward lighting
- half4 LightingPPL (SurfaceOutput s, half3 lightDir, half3 viewDir, half atten)
- {
- half3 nNormal = normalize(s.Normal);
- half shininess = s.Gloss * 250.0 + 4.0;
-
- #ifndef USING_DIRECTIONAL_LIGHT
- lightDir = normalize(lightDir);
- #endif
-
- // Phong shading model
- half reflectiveFactor = max(0.0, dot(-viewDir, reflect(lightDir, nNormal)));
-
- // Blinn-Phong shading model
- //half reflectiveFactor = max(0.0, dot(nNormal, normalize(lightDir + viewDir)));
-
- half diffuseFactor = max(0.0, dot(nNormal, lightDir));
- half specularFactor = pow(reflectiveFactor, shininess) * s.Specular;
-
- half4 c;
- c.rgb = (s.Albedo * diffuseFactor + _Specular.rgb * specularFactor) * _LightColor0.rgb;
- c.rgb *= (atten * 2.0);
- c.a = s.Alpha;
- return c;
- }
- ENDCG
- }
-
- SubShader
- {
- LOD 300
-
- Cull Off
- ZWrite Off
- ZTest LEqual
- Blend SrcAlpha OneMinusSrcAlpha
- AlphaTest Greater 0
-
- CGPROGRAM
- #pragma surface surf BlinnPhong alpha
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- sampler2D _Mask;
-
- float4 _Color;
-
- struct Input
- {
- float4 position : POSITION;
- float2 uv_MainTex : TEXCOORD0;
- float4 color : COLOR;
- };
-
- void surf (Input IN, inout SurfaceOutput o)
- {
- half4 tex = tex2D(_MainTex, IN.uv_MainTex);
- half3 mask = tex2D(_Mask, IN.uv_MainTex);
-
- half4 col;
- col.rgb = IN.color.rgb * tex.rgb;
- col.rgb = lerp(col.rgb, _Color.rgb, mask.b * 0.5);
- col.a = IN.color.a * _Color.a * tex.a;
-
- o.Albedo = col.rgb;
- o.Alpha = col.a;
- }
- ENDCG
- }
-
- SubShader
- {
- LOD 100
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass
- {
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
- }
- Fallback Off
-}
diff --git a/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader.meta b/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader.meta
deleted file mode 100644
index 386c297..0000000
--- a/Assets/Libraries/NGUI/Examples/Shaders/Refractive.shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
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-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Sounds.meta b/Assets/Libraries/NGUI/Examples/Sounds.meta
deleted file mode 100644
index 3f6d294..0000000
--- a/Assets/Libraries/NGUI/Examples/Sounds.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 1b29d356486563d479d2db3a0e1faa63
-folderAsset: yes
-DefaultImporter:
- userData:
diff --git a/Assets/Libraries/NGUI/Examples/Sounds/Crumple.wav b/Assets/Libraries/NGUI/Examples/Sounds/Crumple.wav
deleted file mode 100644
index 2024978..0000000
Binary files a/Assets/Libraries/NGUI/Examples/Sounds/Crumple.wav and /dev/null differ
diff --git a/Assets/Libraries/NGUI/Examples/Sounds/Crumple.wav.meta b/Assets/Libraries/NGUI/Examples/Sounds/Crumple.wav.meta
deleted file mode 100644
index bb061df..0000000
--- a/Assets/Libraries/NGUI/Examples/Sounds/Crumple.wav.meta
+++ /dev/null
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diff --git a/Assets/Libraries/NGUI/ReadMe - 2.7.0.txt b/Assets/Libraries/NGUI/ReadMe - 2.7.0.txt
deleted file mode 100644
index 8dded49..0000000
--- a/Assets/Libraries/NGUI/ReadMe - 2.7.0.txt
+++ /dev/null
@@ -1,815 +0,0 @@
-----------------------------------------------
- NGUI: Next-Gen UI kit
- Copyright © 2011-2012 Tasharen Entertainment
- Version 2.7.0
- http://www.tasharen.com/?page_id=197
- support@tasharen.com
-----------------------------------------------
-
-Thank you for buying NGUI!
-
-If you have any questions, suggestions, comments or feature requests, please
-drop by the NGUI forum, found here: http://www.tasharen.com/forum/index.php?board=1.0
-
---------------------
- How To Update NGUI
---------------------
-
-If you have the Professional Edition of NGUI that comes with Git access, just pull the latest changes.
-
-If you have a Standard Edition:
-
-1. In Unity, File -> New Scene
-2. Delete the NGUI folder from the Project View.
-3. Import NGUI from the updated Unity Package.
-
----------------------------------------
- Support, documentation, and tutorials
----------------------------------------
-
-All can be found here: http://www.tasharen.com/?page_id=197
-
-Using NGUI with JavaScript (UnityScript)? Read this first: http://www.tasharen.com/forum/index.php?topic=6
-
------------------
- Version History
------------------
-
-2.7.0:
-- NEW: Added a way to resolve all Depth/Z issues. Check your UIPanels and enable Depth Sorting.
-- FIX: DownloadTexture no longer leaves a shadow of the previous texture behind.
-- FIX: UIDragObject will no longer behave oddly with multiple touches.
-- FIX: Popup menu will now correctly trigger OnChange functions on the same selection.
-- FIX: UITexture will now default to the Unlit/Transparent Colored shader.
-- FIX: Atlas Maker will no longer default sprite list to be hidden.
-
-2.6.5:
-- FIX: Labels now have "Max Height", and "Max Lines" again works as expected.
-- FIX: Widgets no longer store a reference to texture and material.
-- FIX: Fix for some issues with the dynamic fonts.
-- FIX: Removed the "password" setting from UILabel in order to clear up some confusion.
-- FIX: Transparent colored shader no longer has fixed function pipeline code inside.
-- FIX: Atlas maker will now be more perforce-friendly.
-- FIX: Popup list will no longer show on Click when the Popup List script is disabled.
-- FIX: NGUIMath.Calculate functions will now ignore recently disabled widgets.
-- FIX: UIWidget will no longer attempt to create a panel until after Start().
-- FIX: UICamera.touchCount and UICamera.dragCount will now work correctly with multi-touch turned off.
-- FIX: WP8 and BB10 tweaks.
-
-2.6.4:
-- NEW: UIStretch now has the 'run once' option matching UIAnchor.
-- FIX: Non-sticky press was not working quite right...
-- FIX: Rewrote the transform inspector.
-- FIX: Removed the "depth pass" option from the panel's inspector since 99.9% of the people were mis-using it.
-- FIX: UIButtonKeys.startsSelected got broken at some point.
-- FIX: UIPopupList now respects atlas pixel size and again works correctly for menu style popups.
-- FIX: UIPanel will no longer keep references to materials when disabled.
-
-2.6.3:
-- NEW: Noticeably improved performance and garbage collection when using Unity 4.1+
-- NEW: It's now possible to select sprites in the Atlas Maker for preview purposes.
-- NEW: Transform inspector will now warn you when widget panel is marked as 'static'.
-- NEW: You can now toggle the panel's "widgets are static" flag from within the panel tool.
-- FIX: Widgets will no longer be constantly checking for layer changes in update.
-- FIX: Shrink-to-fit labels will now auto-grow when possible.
-- FIX: Labels can no longer be resized using handles (but can still be moved and rotated).
-- FIX: Labels will now auto-adjust their size properly when the max width gets adjusted.
-- FIX: Creating an atlas would rarely throw a null exception. This has been fixed.
-- FIX: Draggable panel + non-sticky keys will now mix properly.
-- FIX: Drag & drop should now work with non-sticky press.
-- FIX: Flash export should now work again.
-- DEL: Dropped all remaining support for Unity 3.4.
-
-2.6.2:
-- NEW: You can now automatically apply alpha pre-multiplication to textures when creating an atlas.
-- NEW: Added UIWidget.Raycast to perform a raycast without using colliders.
-- NEW: Added a texture preview to UITexture.
-- NEW: Added an option to UIAnchor to run only once, and then destroy itself. Also optimized it slightly.
-- NEW: Transform inspector will now gray out fields that are not commonly used by the UI when a widget is selected.
-- FIX: Transform multi-object editing was not quite right for widgets...
-- FIX: "Shrink to fit" option on labels now works vertically, not just horizontally.
-- FIX: Changing a sprite in inspector will no longer auto-resize it. Use MakePixelPerfect to resize it.
-
-2.6.1:
-- FIX: Dynamic font-related fixes.
-- FIX: Depth pass will now be force-disabled when the panel is clipped.
-- FIX: Sticky press option on the UICamera no longer breaks OnDrop events.
-- FIX: UIInput's useLabelTextAtStart should now work again.
-- FIX: UICamera.touchCount should now be accurate.
-- FIX: Fixed a typo in the image button inspector.
-- FIX: UIWidget.UpdateGeometry will now check for object's disabled state prior to filling the geometry.
-
-2.6.0
-- NEW: Added dynamic font support for Unity 4.0.
-- NEW: Handles can now be toggled on/off from the NGUI menu.
-- NEW: Atlas maker will now be limited by max texture size, and will no longer make it possible to corrupt an atlas.
-- NEW: Warning will be shown on the panel if clipping is not possible (GLES 1.1).
-- NEW: Checkbox can now have fade in the checkmark instantly.
-- NEW: You can now leave C++ style comments (//) in the localization files.
-- NEW: You can now paste into input fields in stand-alone builds.
-- NEW: Added disabled state to UIImageButton (Nicki)
-- FIX: UISlider will now use the sprite size rather than collider size to determine the touch effect area.
-- FIX: Resetting the tween will now mark it as not started.
-- FIX: Blank labels will no longer be localized.
-- FIX: Resetting the sprite animation will also reset the sprite back to 0.
-
-2.5.1
-- NEW: Added a "shrink to fit" option for labels that will scale down the text if it doesn't fit.
-- FIX: Re-added the "import font" field in the font inspector.
-
-2.5.0
-- DEL: Deprecated Unity 3.5.4 and earlier support. If you are using 3.5.4 or earlier, DO NOT UPDATE!
-- OLD: Sliced, tiled, and filled sprites have been deprecated.
-- NEW: Regular sprite now has options for how the sprite is drawn.
-- NEW: NGUI widgets now have visual placement handles.
-- NEW: Adding a widget now automatically creates a UI hierarchy if one is not present.
-- NEW: NGUI menu has been redesigned with new options and shortcut keys.
-- FIX: Widget selection box now takes padding into account properly.
-- FIX: Changing the pivot no longer moves the widget visually.
-- FIX: Font symbols now use padding instead of inner rect for offset.
-- FIX: Font symbols no longer need to be used in the editor before they are usable in-game.
-- FIX: More fixes to how tweens get initialized/started.
-- FIX: Re-added UISlider.fullSize property for better backwards compatibility.
-- FIX: Unity 4.1-related fixes.
-- FIX: Variety of other minor tweaks and changes.
-
-2.3.6
-- NEW: Added a much easier way to add symbols and emoticons (select the font, you will see it).
-- NEW: Added a couple of conditional warnings to the UIPanel warning of common mistakes.
-- NEW: Various improvements to widget and sprite inspectors.
-- FIX: There is no need to display the "symbols" option on the labels if the font doesn't have any.
-- FIX: Removed the hard-coded screen height-based touch threshold on the UICamera.
-- FIX: Removed the need for sliders to have a "full size" property.
-
-2.3.5:
-- NEW: Font symbols can now have an offset for easier positioning.
-- FIX: UISlider will now set the 'current' property before calling the delegate.
-- FIX: Fixed the checkbox animation issue that was brought to light as a result of 2.3.4.
-- FIX: Minor other tweaks, nothing important.
-
-2.3.4:
-- NEW: Added the ability to easily copy/paste widget colors in the inspector.
-- FIX: Random fixes for minor issues noted on the forums.
-- FIX: Minor performance improvements.
-
-2.3.3
-- NEW: UIPanels now have alpha for easy fading, and TweenAlpha can now tween panels.
-- NEW: Added UICamera.debug mode for when you want to know what the mouse is hovering over.
-- NEW: Added AnimatedColor and AnimatedAlpha scripts in case you want to animate widget color or alpha via Unity's animations.
-- NEW: Android devices should now be able to support a keyboard and a controller (OUYA).
-- NEW: Added UIFont.pixelSize, making it possible to have HD/UD fonts that are not a part of an atlas.
-- FIX: Unity 4.1 optimization fix.
-- FIX: Label shadow should now be affected by alpha using PMA shaders.
-- FIX: UICheckbox.current will now work correctly for checkbox event receivers.
-- FIX: UIButton series of scripts should now initialize themselves on start, not when they are used.
-- FIX: TweenOrthoSize should now tween the size instead of FOV (o_O).
-- FIX: Sprite selection window will now show sprites properly when the atlas is not square.
-- FIX: UIAnchor should now always maintain the same Z-depth, and once again works in 3D UIs.
-
-2.3.1
-- NEW: Added UICamera.touchCount.
-- NEW: Added an option on the UIInput to turn on auto-correction on mobiles.
-- FIX: Fixed compilation on Unity 3.
-- FIX: Font inspector will now display the font in a preview window.
-
-2.3.0:
-- NEW: Added Premultiplied Alpha support to NGUI along with the appropriate shaders.
-- NEW: Added UIButtonKeyBinding script that makes it easy to do button key bindings.
-- NEW: Transform inspector now supports multi-object editing (contribution by Bardelot 'Cripple' Alexandre)
-- NEW: UIRoot's 'automatic' flag is now gone, replaced by a more intuitive drop-down list.
-- NEW: It's now possible to make UIRoot fixed size on mobiles, but pixel-perfect on desktops (it's an option).
-- NEW: You can now specify an animation curve on all tweens.
-- NEW: Localization will now attempt to load the starting language automatically.
-- NEW: Added UICamera.onCustomInput callback making it possible to add input form custom devices.
-- NEW: Support for optimizations in Unity 4.1.
-- FIX: Tweaks to Localization to make it easier to use. You can now just do Localization.Localize everywhere.
-- FIX: UILocalize attached to a label used by input will now localize its default value instead.
-- FIX: Kerning should now get saved properly. You will need to re-import your fonts.
-- FIX: UICamera with multi-touch turned off should now work properly when returning from sleep.
-- FIX: ActiveAnimation's onFinished callback will no longer wait for all animation states to finish (only the playing one).
-- FIX: UICamera's touch detection should now work properly when returning from sleep.
-- FIX: Changed the way MakePixelPerfect works a bit, hopefully fixing an issue with sprites moving by a pixel.
-- FIX: UIPanel should now display the clipped rectangle correctly.
-- FIX: UIInputSaved will now save on submit.
-- DEL: Removed UIAnchor.depthOffset seeing as it caused more confusion than anything else. Just use an offset child GameObject.
-- DEL: Deprecated hard clipping, seeing as it causes issues on too many devices.
-
-2.2.7:
-- NEW: Added UICamera.stickyPress option that makes it possible for multiple objects to receive OnPress notifications from a single touch.
-- NEW: UICamera.hoveredObject now works for touch events as well, and will always hold the result of the last Raycast.
-- NEW: Added "Edit" buttons to all atlase and font fields, making easy to select the atlas/font for modification.
-- NEW: Added Localization.Localize. Was going to change Localization.Get to be static, but didn't want to break backwards compatibility.
-- FIX: Inventory example should work correctly in Unity 4.0.
-- FIX: You can now set UILabel.text to null.
-- FIX: UIPanel was not drawing its rect correctly in some cases.
-- FIX: Assortment of tweaks and fixes submitted by Andrew Osborne (community contribution).
-- FIX: Switching a mainTexture of a UITexture belonging to a clipped panel will now work properly.
-
-2.2.6:
-- NEW: Mouse and touch events now have an option to be clipped by the panel's clipping rect, just like widgets.
-- NEW: Made it possible to delete several sprites at once (Atlas Maker).
-- FIX: Added proper support for Unity 4-based nested active state while maintaining backwards compatibility.
-
-2.2.5:
-- NEW: Double-clicking a sprite in the sprite selection window will now close the window.
-- FIX: UIRoot will now only consider min/max clamping in automatic mode.
-- FIX: Password fields should now get wrapped properly.
-- FIX: MakePixelPerfect() will now preserve negatives.
-- FIX: UISlider will no longer jump to 0 when clicked with the controller.
-
-2.2.4:
-- NEW: SpringPanel and UICenterOnChild now have an OnFinished callback.
-- NEW: UIForwardEvents now has OnScroll.
-- FIX: UISavedOption now unregisters the state change delegate when disabled.
-- FIX: IgnoreTimeScale clamps time delta at 1 sec maximum, fixing a long pause after returning from sleep.
-- FIX: UIWidget now correctly cleans up UITextures that have been re-parented.
-- FIX: Tween scripts now sample the tween immediately if the duration is 0.
-- FIX: UIFont and UIAtlas MarkAsDirty() function now works correctly with a reference atlas (in the editor).
-
-2.2.3:
-- FIX: Small fix for UIAnchor using a clipped panel container (thanks yuewah!)
-- FIX: Work-around/fix-ish thing for Unity Remote sending both mouse and touch events.
-- FIX: hideInactive on UIGrid should now function correctly.
-
-2.2.2:
-- NEW: You can now specify a minimum and maximum height on UIRoot.
-- NEW: Label shadow and outline distance can now be modified.
-- NEW: Added UIButtonActivate -- an extremely simple script that can be used to activate or deactivate something on click.
-- NEW: Creating a new UI will now automatically add a kinematic rigidbody to the UIRoot, as it's supposedly faster for physics checks.
-- NEW: Game objects destroyed via NGUITools.Destroy will now automatically get un-parented.
-- NEW: UIEventListener now has an OnKey delegate.
-- FIX: Sprite preview should now display wide sprites correctly.
-- FIX: Fixed copy/paste error in the atlas inspector (thanks athos!).
-- FIX: UIGrid will no longer consider destroyed game objects.
-- FIX: Couple of other smaller fixes.
-
-2.2.1:
-- FIX: Sprite list should now be faster.
-- FIX: Sprite border editing should now work properly again.
-- FIX: A couple of other minor fixes.
-
-2.2.0:
-- NEW: Added a sprite selection window that replaces the drop-down selection list. Think texture selection window for your sprites. The sprite selection window has a search box to narrow down your selection.
-- NEW: Sprite preview is now shown in the Preview window, and is affected by the widget's color tint.
-- NEW: Added warning messages when more than one widget is using the same depth value, and when more than one atlas is used by the panel.
-- NEW: It's now possible to edit a sprite quickly by choosing the "edit" option.
-- NEW: When editing a sprite in the atlas, a "Return to ..." button is shown if you've navigated here from a sprite.
-- FIX: UIAnchor and UIStretch now work with labels properly.
-- FIX: UITexture will no longer occasionally lose the reference to its texture.
-- FIX: NGUITools.EncodeColor now works in Flash (created a work-around).
-
-2.1.6:
-- NEW: UISavedOption now works on a popup list as well.
-- FIX: Replaced ifdefs for Unity 4 with a new helper functions for cleaner code (NGUITools.GetActive and NGUITools.SetActiveSelf).
-- FIX: UITable was not properly keeping the contents within the draggable panel.
-- FIX: UIDraggablePanel.UpdateScrollbars was not considering soft clipping properly, resulting in some jitterness.
-- FIX: SpringPanel was not setting position / clipping when it finished, resulting in floating-point drifting errors.
-- FIX: UIInput's "not selected" text can now be localized using UILocalize.
-
-2.1.5:
-- NEW: Added support for Unity 4.
-- NEW: NGUI now uses Unity 3.5.5's newly-added Color32 for colors instead of Color, reducing the memory bandwidth a bit.
-- NEW: UIStretch can now stretch to another widget's bounds, not just the screen.
-- FIX: UIImageButton will no longer add a box collider if a non-box collider is present.
-- FIX: NGUITools.ParseSymbol will now check to see if the symbol is valid.
-- FIX: UITexture-related tweaks to UIWidget.
-- FIX: UIAnchor can now anchor to labels.
-- FIX: UISlicedSprite no longer uses padding.
-
-2.1.4:
-- NEW: UIInput now supports multi-line input if its label is multi-line. Hold Ctrl when hitting Enter.
-- FIX: UICheckboxControlledComponent will now use delegates by default.
-- FIX: UITexture should now work properly again.
-
-2.1.3:
-- NEW: Seeing as it was an often-asked question, the Scroll View example now features a toggle that makes the scrolled list center on items.
-- NEW: UIAnchor can now anchor to sides of other widgets and panels.
-- NEW: UICamera now has "drag threshold" properties. Drag events will only be sent after this threshold has been exceeded.
-- NEW: You no longer have to create a material for the UITexture.
-- NEW: You can now specify a UV rect for the UITexture if you only wish to display a part of it.
-- NEW: All event senders, tweens and animation components now have a delegate callback you can use instead of the SendMessage-based event receiver.
-- NEW: Added UICamera.current and UIPopupList.current.
-- NEW: SpringPosition now has "on finished" event notifications (both event receiver and delegate).
-- NEW: Added a new script that can be used to change the alpha of an entire panel worth of widgets at once: UIPanelAlpha.
-- FIX: Replaced most usages of List with BetterList instead in order to significantly reduce memory allocation.
-- FIX: Custom texture packer now respects padding correctly.
-
-2.1.2:
-- NEW: Selected widgets now show their panel's bounding rect, which is the screen's rect if the panel isn't clipped.
-- FIX: Tweens that have not been added dynamically will start playing correctly.
-- FIX: Texture packer should now have better packing logic.
-
-2.1.1:
-- NEW: New texture packer, alternative to using Unity's built-in one. Default is still Unity for backwards compatibilty.
-- NEW: Added a different line wrapping functionality for input fields contributed by MightyM.
-- NEW: UILocalize now has a "Localize" function you can trigger to make it force-localize whatever it's on.
-- NEW: UITweener now has an option to not ignore timeScale.
-- FIX: Fixed a "drifting panel" issue introduced in the last update.
-- FIX: Added a warning for slider thumb used with radially filled sliders (not supported).
-- FIX: ActiveAnimation will now clear its event receiver and callback on Play.
-- FIX: UISpriteAnimation.isDone is now UISpriteAnimation.isPlaying, and is no longer backwards.
-
-2.1.0:
-- NEW: Now maintained under Unity 3.5.3.
-- NEW: BetterList now has Insert and Contains functions.
-- NEW: UITweener now has bounce style tweening methods.
-- NEW: UITweener's OnUpdate function now has "isFinished" parameter that's set to 'true' if it's the last update.
-- NEW: TweenTransform is now capable of re-parenting the object when finished.
-- NEW: Added TweenVolume that can tween an audio source's volume.
-- NEW: UICamera now has a new property: "Generic Event Handler". If set, this object will receive a copy of all events regardless of where they go.
-- NEW: Widget Wizard now lets you specify an initial pivot point for sprites.
-- NEW: UISpriteAnimation now has an option to not loop the animation anymore, and can tell you how many frames it has.
-- NEW: Added TweenFOV that can be used to tween camera's field of view.
-- NEW: Added a UISoundVolume script that can change the volume of the sounds used by NGUITools.PlaySound when attached to a slider.
-- FIX: UIInput will now bring up a proper password keyboard on touch-based devices.
-- FIX: UIImageButton will now set the correct sprite when it's enabled while highlighted.
-- FIX: DragDropItem example script will now work on touch-based devices.
-- FIX: UIButtonPlayAnimation will now clear the event receiver if none was specified.
-- FIX: Various changes to UICamera, making it more touch-device friendly.
-- FIX: UIPanels marked as static will now update their geometry when new widgets get added.
-- FIX: Shaders no longer use "fixed" data type as it seems to have issues on certain devices.
-- DEL: Removed old deprecated functions in order to clean up the code.
-
-2.0.9:
-- NEW: UITable can now return its list of children (in sorted order) via UITable.children.
-- FIX: UISpriteAnimation can now be paused with FPS of 0.
-- FIX: UITweener's delay should now work properly.
-- FIX: UIPanel should now create draw calls with "dont destroy on load" flag instead of hideflags at run time, resolving a rare warning.
-- FIX: Tweaks to how multi-touches are handled when they're disabled.
-- FIX: Removed the "#pragma fragmentoption ARB_precision_hint_fastest" which was causing issues due to no support on android, mac mini's and possibly other devices.
-- FIX: UIInput carat should be removed upon leaving the field on iOS.
-- FIX: UIInput default text should be removed OnSelect on iOS.
-- FIX: Inventory example should no longer have its own menu, but will instead be under NGUI.
-
-2.0.8:
-- NEW: Packed fonts now have clipped version of shaders, making them work with clipped panels.
-- NEW: You can now specify the maximum number of lines on UILabel instead of just multiline / single line option.
-- NEW: UIButton's disabled color can now be specified explicitly.
-- NEW: Tweens and animations now have OnDoubleClick and OnSelect events to work with as well.
-- NEW: It's now possible to control the volume used by all UI sounds: NGUITools.soundVolume.
-- NEW: You can now delay a tween by specifying a start time delay.
-- NEW: You can now disable multi-touch on UICamera, making all touches be treated as one.
-- NEW: MakePixelPerfect is now in NGUITools, not NGUIMenu.
-- FIX: UIImageButton won't switch images anymore if the script is disabled.
-- FIX: Starting value in Localization will no longer overwrite the explicitly switched languages.
-
-2.0.7:
-- NEW: You can now specify what keyboard type will be used on mobile devices.
-- NEW: You can now add input validation to your inputs to exclude certain characters (such as make your input numeric-only).
-- FIX: Packed fonts no longer tie up the alpha channel, and can now be affected by alpha just fine.
-- FIX: Clipped panels will no longer cause the unused material message in the console.
-- FIX: 3D UIs should now be created with a proper anchor offset.
-- FIX: UISliderColors will now work for more than 3 colors.
-- FIX: UIPanel will no longer cause a null exception at run time.
-
-2.0.6:
-- NEW: Added support for fonts packed into separate RGBA channels (read: eastern language fonts can now be 75% smaller).
-- NEW: UITooltip is now a part of NGUI's core rather than being in examples, allowing you to use it freely.
-- NEW: Submit and cancel keys can now be specified on the UICamera (before they were hardcoded to Return and Escape).
-- FIX: Unity should no longer crash when a second widget is added to the same game object.
-- FIX: UIDrawCall no longer updates the index buffer unless it needs to, resulting in increased performance.
-- FIX: UIDrawCall now uses double-buffering, so iOS performance should increase.
-- FIX: You can now specify whether symbols are affected by color or not (or if they're processed for that matter).
-- FIX: Fixed an issue with highlighting not returning to highlighted state after press.
-
-2.0.5:
-- NEW: Added support for custom-defined symbols (emoticons and such) in fonts.
-- NEW: Added NGUI menu -> Make Pixel Perfect (Alt+Shift+P), and NGUI Menu -> Add Collider is now Alt+Shift+C.
-- NEW: Added OnActivate condition to tweens and active animations.
-- NEW: It's now possible to have a UITable position items upwards instead of downwards.
-- NEW: It's now possible to have a "sticky" tooltip specified on UICamera, making it easier for tooltips to show up.
-- NEW: UIInput will now send out OnInputChanged notifications when typing.
-- NEW: Added TweenVolume script you can use to tween AudioSource's volume.
-- FIX: Fixed what was causing the "Cleaning up leaked objects in scene" message to show up.
-
-2.0.4:
-- NEW: Added UIButton -- same as UIButtonColor, but has a disabled state.
-- NEW: Added the OnDoubleClick event. Same as OnClick, just sent on double-click.
-- FIX: UIDraggablePanel should now have noticeably better performance with many widgets.
-- FIX: All private serializable properties will now be hidden from the inspector.
-- FIX: UITooltip is now more robust and automatically uses background border size for padding.
-- FIX: UILabel inspector now uses a word-wrapped textbox.
-- FIX: UIButtonPlayAnimation and UIButtonTween now have an event receiver (on finished).
-- FIX: UIGrid no longer modifies Z of its items on reposition.
-- FIX: Only one Localization class is now allowed to be present.
-- FIX: UILabel should now have a bit better performance in the editor.
-- FIX: UISprite's MakePixelPerfect setting now takes padding into account properly.
-
-2.0.3:
-- NEW: UIButtonSound now allows you to specify pitch in addition to volume.
-- FIX: UIDraggablePanel will now update the scroll bars on start.
-- FIX: UITweenScale will now start with a scale of one instead of zero by default.
-- FIX: UIInput will now ignore all characters lower than space, fixing an issue with mac OS input.
-- FIX: UITexture will no longer lose its material whenever something changes.
-- FIX: Reworked the way the mouse is handled in UICamera, fixing a couple of highlighting issues.
-
-2.0.2:
-- FIX: UIButton series of scripts will now correctly disable and re-enable their selected state when the game object is enabled / disabled.
-- FIX: SpringPanel will now notify the Draggable Panel script on movement, letting it update scroll bars correctly.
-- FIX: UIDraggablePanel will now lose its momentum every frame rather than only when it's being dragged.
-- FIX: UIDraggablePanel will no longer reset the panel's position on start.
-- FIX: UIDraggablePanel.ResetPosition() now functions correctly.
-- FIX: UIDraggablePanel.UpdateScrollbars() will now only adjust the position if the scroll bars aren't being updated (ie: called from a scroll bar).
-- FIX: 3D UIs will now be created with a proper anchor offset.
-
-2.0.1:
-- NEW: UIDraggablePanel will now display the bounds of the draggable widgets as an orange outline in the Scene View.
-- NEW: Added a 'repositionNow' checkbox to UIDraggablePanel that will reset the clipping area using the children widget's current bounds.
-- NEW: It's now possible to specify horizontal and vertical axis names for UICamera.
-- FIX: UICamera will no longer process WASD or Space key events if an Input Field is currently selected.
-- FIX: UIDraggablePanel's 'startingDragAmount' was renamed to 'startingRelativePosition', for clarity.
-- FIX: UICheckbox will now set the checkmark state immediately on start instead of gradually.
-- FIX: UISlider will now always force-set its value value on start.
-- FIX: UIInput.text will now always return its own text rather than that of the label (works better with captions).
-- FIX: Setting UIInput.text now sets the color of the label to the active color.
-
-2.0.0:
-- NEW: Redesigned the way UIDragCamera and UIDragPanelContents work, making them much more straightforward.
-- NEW: New widget has been added: Scroll Bar. It does exactly what you think it does.
-- NEW: UIDraggableCamera script is used on the camera to make it draggable via UIDragCamera.
-- NEW: UIDraggablePanel script is used on the panel to make it draggable via UIDragPanelContents.
-- NEW: UIDraggablePanel natively supports scroll bars with "always show", "fade out if not needed" and "fade in only when dragging" behaviors.
-- NEW: Scroll View (DragPanel) and Quest Log examples have been updated with scroll bars.
-- NEW: Reorganized all examples to be in a more logical order -- starting with the basic, common functionality and going up from there.
-- NEW: Localization will now try to automatically load the language file via Resources.Load if it wasn't found in the local list.
-- NEW: Atlas Maker tool now allows you to turn off trimming of transparent pixels before importing certain sprites.
-- NEW: Atlas Maker tool now allows you to specify how much padding is applied in-between of sprites.
-- FIX: EditorPrefs are now used instead of PlayerPrefs to store editor-related data.
-- FIX: Popup list will no longer try to call SendMessage in edit mode.
-- FIX: UIEventListener.Add is now UIEventListener.Get, making the function make more sense with the -= operator.
-- DEL: Scroll View example that was using UIDragObject has been removed as it's now obsolete.
-
-1.92:
-- NEW: Expanded the Filled Sprite to support radial-based filling. Great for progress indicators, cooldown timers, circular health bars, etc.
-- FIX: Eliminated all runtime uses of 'foreach', seeing as it causes memory leaks on iOS.
-
-1.91:
-- NEW: Added a new example scene showing how to easily implement drag & drop from 2D UI to the 3D world.
-- FIX: UICamera was sending multiple OnDrag events for the mouse. This has now been fixed.
-- FIX: UIAnchor changes in 1.90 had a few adverse effects on two of the examples.
-
-1.90:
-- NEW: You can now specify an option on the UIDragPanelContents that will prevent dragging if the contents already fit.
-- NEW: You can now specify a radio button group root on the checkbox instead of always having it be the parent object.
-- NEW: You can now easily adjust the widget's alpha by using the new UIWidget.alpha property.
-- NEW: UIAnchor script has been redesigned, and the 'stretch to fill' property has been removed. You can now position using relative coordinates.
-- NEW: UIStretch script has been added, allowing you to stretch an object in either (or both) directions using relative coordinates.
-- NEW: You can now specify a maximum range distance for UICamera's raycasts, allowing you to limit the interaction distance (for first-person cameras).
-- FIX: Popup list inspector now shows the "Position" drop-down.
-- FIX: Slider now updates correctly when it's first created, and when you change the Full Size property.
-- FIX: UIDragCamera now takes the camera's size into consideration.
-- FIX: DestroyImmediate calls have been replaced with NGUITools.DestroyImmediate as there seem to be odd issues on certain Android devices.
-
-1.88:
-- NEW: Added an option to the tweener to use steeper pow(2) curves for ease in/out tweens.
-- NEW: You can now specify the movement threshold that will be used to determine whether button presses are eligible for clicks on UICamera.
-- NEW: You can now specify an input field to be password-based, and it will only hide the text once you start typing.
-- FIX: UIButtonTween can now disable objects properly after a toggle.
-- FIX: UISavedOption can now save the state of a single checkbox in addition to a group of checkboxes.
-- FIX: Localization now handles duplicate key entries silently.
-- FIX: Widgets not using a texture will now have gizmos.
-- FIX: Fix for the OnClick event on touch-based devices.
-
-1.87:
-- NEW: UISlider now has an inspector class, and 'rawValue' can no longer be modified (use 'sliderValue'!)
-- FIX: An assortment of tweaks and fixes, focusing on stability and ease of use.
-- FIX: Reworked the way the UIPopupList was calculating its padding, making it more robust.
-- FIX: Disabled widgets will get updated correctly when the atlas gets replaced.
-- FIX: Disabling the button on click should no longer make it get stuck in the "clicked" state.
-- FIX: UICamera.lastTouchPosition is back.
-
-1.86:
-- NEW: UIAtlas now has a "pixel size" property that affects MakePixelPerfect logic as well as sliced sprite's border size.
-- FIX: UISprite will now always ensure it has a sprite to work with, if at all possible.
-- FIX: UIDragPanelContents should now work correctly on mobile devices.
-
-1.85:
-- NEW: Added Example 12: Better Scroll View.
-- NEW: Added a script that can be used to efficiently drag the contents of the panel: UIDragPanelContents.
-- NEW: Added a function replacement for SetActiveRecursively (NGUITools.SetActive), since the former has rare odd issues.
-
-1.84:
-- FIX: Changed the way the font data is stored, resulting in potentially better loading performance on mobile devices.
-- FIX: UIPanel.Start() should now find cameras faster.
-- FIX: UIPanel will no longer use the clipping softness value unless soft clipping is actually used.
-- FIX: The way click / drag was handled has been changed a bit. It should now be easier to click buttons on retina screens.
-- FIX: Rebuilding an atlas was not updating fonts correctly.
-- FIX: Couple of tweaks to UIAtlas and UIFont's replacement feature.
-
-1.83:
-- NEW: Added a simple script that can save the state of the checkbox (or a group of checkboxes) to player prefs.
-- FIX: A variety of minor tweaks.
-
-1.82:
-- NEW: It's now possible to specify a "replacement" value on UIAtlas and UIFonts, making swapping of atlases and fonts a trivial matter.
-- NEW: UICheckbox now has an option to allow unchecking the last item within a group.
-- FIX: Most cases of FindObjectsOfTypeAll has been replaced with FindSceneObjectsOfType instead.
-- FIX: UISliderColors now keeps the slider's alpha.
-- FIX: Edit-time modification of UISlider's 'rawValue' in the inspector will now again visibly move the slider.
-- FIX: UIWidget will no longer consider its geometry as changed every frame if there is nothing to draw (empty text labels).
-- FIX: Atlas Maker will now create a new font if the name of the font doesn't match.
-- OLD: NGUITools.ReplaceAtlas and Font functions have been deprecated.
-
-1.81:
-- NEW: UIInput can now be multi-line.
-- FIX: UILabel will now center-align properly again when a fixed line width was specified.
-- FIX: UILabel's effect (shadow, outline) will now be affected by the label's alpha.
-- FIX: UILabel's effect will now always be offset consistently, even if the scale changes.
-- FIX: Changing the widget's pivot will no longer cause it to become it pixel-perfect.
-- FIX: UISlider no longer requires a box collider.
-- FIX: Creating sliders via the wizard will now set their full size property.
-
-1.80:
-- NEW: You can now add a colored shadow/bevel or an outline effect to your labels via a simple checkbox.
-- NEW: UICamera now has support for keyboard, joystick and controller input.
-- NEW: UICamera can now control what kind of events it will process (only touch, only keyboard, etc).
-- NEW: UISlider can now be adjusted via keyboard, joystick and controller input.
-- NEW: UIPopupList can now be interacted with using a keyboard or controller input.
-- NEW: Added a new script, UIButtonKeys that can be used to set up the UI for keyboard, joystick and controller input.
-- NEW: New Example 11 shows how to set up the UI to work with the new input types.
-
-1.70:
-- NEW: Right click stuff has been replaced by just 'lastTouchID' with added support for the middle mouse button.
-- NEW: UIDragCamera now has scrolling wheel support just like UIDragObject.
-- FIX: UTF8 encoding is not supported in Flash. Wrote my own binary parsing function to make Flash work.
-- FIX: UILabel will now align to right and center properly when not pixel-perfect.
-- FIX: UIFont.WrapText will now trim away space characters when word wrapping.
-- FIX: UIFont.Print will no longer draw spaces (padding will still be applied).
-- FIX: UIPopupList will highlight the correct item even when localized.
-- FIX: UITable will now handle disabled children properly.
-- FIX: Fixed a crash on Unity 3.5.0 (sigh!).
-- FIX: Tweaked how pixel-perfect calculations work for labels.
-
-1.69:
-- NEW: Added right-click support by simply adding an optional integer parameter to the OnClick event.
-- NEW: The contents of the UIPopupList can now be localized by enabling a checkbox on it.
-- NEW: You can now give the UIEventListener an optional parameter that you can retrieve later.
-
-1.68:
-- NEW: Added a built-in Localization System.
-- NEW: Added a new example (10) - Localization.
-- FIX: Widgets can now be modified directly on prefabs.
-- FIX: Fixed the window stuttering in example 9 (when dragging it).
-- FIX: Widgets will now ensure they're under the right panel after drag & drop in the editor.
-- FIX: It's now possible to visibly modify the value of the slider at edit mode.
-- FIX: Scaling labels now properly rebuilds them.
-- FIX: Scaling labels will no longer affect the widget bounds in odd ways.
-
-1.67:
-- FIX: Font Maker's Replace button will now re-import the data file.
-- FIX: Fixed all known issues with Undo functionality.
-- FIX: Fixed all known issues with prefabs (mainly 3.5.0-related)
-- FIX: Fixed clipping in Flash by adding a work-around for a bug in Flash export.
-- FIX: Removed 3.5b6 work-arounds for Flash as the bug has since been fixed.
-
-1.66:
-- NEW: Added a new script: ShaderQuality. It's used to automatically set shader level of detail as the quality level goes down.
-- FIX: All examples have been updated to run properly in Flash.
-- FIX: NGUI now has no warnings using Unity 3.5.0.
-
-1.65:
-- NEW: Example 9: Quest Log shows how to make a fancy quest log.
-- NEW: Added a new feature to UIPanel -- the ability to write to depth before any geometry is drawn. This doubles the draw calls but saves fillrate.
-- NEW: Clicking on the items in the panel and camera tools will now select them instead of enable/disable them.
-- NEW: UITable can now automatically keep its contents within the parent panel's bounds.
-- NEW: New event type: OnScroll(float delta).
-- FIX: FindInChildren was not named properly. It's now FindInParents.
-- FIX: Eliminated most warnings on Unity 3.5.
-
-1.64:
-- NEW: Atlas inspector window now shows "Dimensions" and "Border" instead of "Outer" and "Inner" rects.
-- NEW: UIPanel now has an optional property: "showInPanelTool" that determines whether the panel will show up in the Panel Tool.
-- FIX: Trimmed sprite-using fonts will now correctly trim the glyphs.
-- FIX: The "inner rect" outline now uses a checker texture, making it visible regardless of sprite's color.
-- FIX: Selected sprite within the UIAtlas is now persistent.
-- FIX: Panel and Camera tools have been improved with additional functionality.
-
-1.63:
-- NEW: Added a logo to all examples with some additional shiny functionality (contributed by Hjupter Cerrud).
-- NEW: Label template in the Widget Tool now has a default color that will be applied to newly created labels.
-- NEW: Added an option to TweenScale to automatically notify the UITable of the change.
-- FIX: Updating a texture atlas saved as a non-PNG image will now update the texture correctly.
-- FIX: Updating an atlas with a font sprite in it will now correctly mark all fonts using it as dirty.
-- FIX: Fixed all remaining known issues with the Atlas Maker.
-- FIX: Tiled Sprite will now use an inner rect rather than outer rect, letting you add some padding.
-- FIX: UIButtonTween components will now set their target in Awake() rather than Start(), fixing a rare order-of-execution issue.
-- FIX: UITable will now consider the item's own local scale when calculating bounds.
-- DEL: "Deprecated" folder has been deleted.
-
-1.62:
-- NEW: Added a new class -- UITable -- that can be used to organize its children into rows/columns of variable size (think HTML table).
-- FIX: Font Maker will make it more obvious when you are going to overwrite a font.
-- FIX: Tweener will now set its timestamp on Start(), making tweens that start playing on Play behave correctly.
-- FIX: UISlicedSprite will now notice that its scale is changing and will rebuild its geometry properly.
-- FIX: Atlas and Font maker will now create new atlases and fonts in the same folder as the selected items.
-
-1.61:
-- NEW: UICheckbox.current will hold the checkbox that triggered the 'functionName' function on the 'eventReceiver'.
-- FIX: UIPopupList will now place the created object onto a proper layer.
-
-1.60:
-- NEW: Added a built-in atlas-making solution: Atlas Maker, making it possible to create atlases without leaving Unity.
-- NEW: Added a tool that makes creation of fonts easier: Font Maker. Works well with the Atlas Maker.
-- FIX: UIAtlasInspector will now always force the atlas texture to be of proper size whenever the material or texture packer import gets triggered.
-- FIX: Removed the work-around for Flash that disabled sound, seeing the bug has been since fixed.
-- FIX: Tweener has been renamed to NTweener to avoid name conflicts with HOTween.
-- FIX: An assortment of minor usability tweaks.
-
-1.50:
-- NEW: The UI is now timeScale-independent, letting you pause the game via Time.timeScale = 0.
-- NEW: Added an UpdateManager class that can be used to programmatically control the order of script updates.
-- NEW: NGUITools.PlaySound() now returns an AudioSource, letting you change the pitch.
-- FIX: UIAtlas and UIFont now work with Textures instead of Texture2Ds, letting you use render textures.
-- FIX: Typewriter effect script will now pre-wrap text before printing it.
-- FIX: NGUIEditorTools.SelectedRoot() no longer considers prefabs to be valid.
-- FIX: TexturePacker import will automatically strip out the ".png" extension from script names.
-- FIX: Tested and working with the Flash export as of 3.5.0 f3.
-
-1.49:
-- NEW: UIWidgets now work with Textures rather than Texture2D, making it possible to use render textures if desired.
-- FIX: Rewrote the UIFont's WrapText function. It now supports wrapping of long lines properly.
-- FIX: Input fields are now multi-line, and will now show the last line when typing past the label's width.
-- FIX: Input fields will now update less frequently when IME or iOS/Android keyboard is used.
-
-1.48:
-- NEW: Added a new container class -- BetterList<>. It replaced the generic List<> in many cases, eliminating GC spikes.
-- FIX: Various performance-related optimizations.
-- FIX: UITextList will now handle resized text labels correctly.
-- FIX: Parenting and reparenting widgets will now cause their panel to get updated correctly.
-- FIX: Eliminated one potential cause of widgets trying to update before being parented.
-
-1.47:
-- NEW: Added a new example (8) showing how to create a simple menu system.
-- NEW: Added an example script that adds a typewriter effect to labels.
-- NEW: Added a 'text scale' property to the UIPopupList.
-- FIX: UIPopupList will now choose a more appropriate depth rather than just a high number.
-- FIX: UIPopupList labels' colliders will now be properly positioned on the Z.
-- FIX: Fix for UISpriteAnimationInspector not handling null strings.
-- FIX: Several minor fixes for rare issues (such as playing a sound with no audio listener or main camera in the scene).
-
-1.46:
-- NEW: Added a new class (UIEventListener) that can be used to easily register event listener delegates via code without the need to create MonoBehaviours.
-- NEW: Added a UIPopupList class that can be used to create drop-down lists and menus.
-- NEW: Added the Popup List and Popup Menu templates to the Widget Wizard.
-- NEW: UISlider can now move in increments by specifying the desired Number of Steps.
-- NEW: Tutorial 11 showing how to use UIPopupLists.
-
-1.45:
-- NEW: Text labels will center or right-align their text if such pivot was used.
-- NEW: Added an inspector class for the UIImageButton.
-- NEW: UIGrid now has the ability to skip deactivated game objects.
-- NEW: Font sprite is now imported when the font's data is imported, and will now be automatically selected from the atlas on import.
-- FIX: Making widgets pixel-perfect will now make them look crisp even if their dimensions are not even (ex: 17x17 instead of 18x18).
-- FIX: Component Selector will now only show actual prefabs as recommended selections. Prefab instances aren't.
-- FIX: BMFontReader was not parsing lines quite right...
-
-1.44:
-- NEW: UIGrid can now automatically sort its children by name before positioning them.
-- NEW: Added momentum and drag to UIDragCamera.
-- NEW: Added the Image Button template to the Widget Tool.
-- FIX: SpringPosition will now disable itself properly.
-- FIX: UIImageButton will now make itself pixel-perfect after switching the sprites.
-- FIX: UICamera will now always set the 'lastCamera' to be the camera that received the pressed event while the touch is held.
-- FIX: UIDragObject will now drag tilted objects (windows) with a more expected result.
-
-1.43:
-- NEW: Added the Input template to the Widget Tool.
-- NEW: UIButtonMessage will now pass the button's game object as an optional parameter.
-- NEW: Tweener will now pass itself as a parameter to the callWhenFinished function.
-- NEW: Tweener now has an 'eventReceiver' parameter you can set for the 'callWhenFinished' function.
-- FIX: Tweener will no longer disable itself if one of OnFinished SendMessage callbacks reset it.
-- FIX: Updated all tutorials to use 1.42+ functionality.
-- FIX: Slider will now correctly mark its foreground widget as having changed on value change.
-
-1.42:
-- NEW: Added a new tool: Widget Creation Wizard. It replaces all "Add" functions in NGUI menu.
-- NEW: Added new templates to the Widget Wizard: Button, Checkbox, Progress Bar, Slider.
-- NEW: When adding widgets via the wizard, widget depth is now chosen automatically so that each new widget appears on top.
-- NEW: AddWidget<> functionality is now exposed to runtime scripts (found in NGUITools).
-- FIX: Widget colliders of widgets layed on top of each other are now offset by wiget's depth.
-- FIX: Several minor bug fixes.
-
-1.41:
-- NEW: Added a new tool: Camera Tool. It can be used to get a bird's eye view of your cameras and determine what draws the selected object.
-- NEW: Added a new tool: Create New UI. You can use it to create an entire UI hierarchy for 2D or 3D layouts with one click of a button.
-- NEW: Added a new script: UIRoot. It can be used to scale the root of your UI by 2/ScreenHeight (the opposite of UIOrthoCamera).
-- NEW: The NGUI menu has been enhanced. When adding widgets, it will intelligently determine where to add them best.
-- NEW: Sliced sprites now have an option to not draw the center, in case you only want the border.
-- FIX: Scaling sliced sprites and tiled sprites will now correctly update them again.
-- FIX: Changing the depth of the widgets will now correctly update them again.
-- FIX: The unnecessary color parameter specified on the material has been removed from the shaders.
-
-1.40:
-- NEW: Major performance improvements. The way the geometry was being created has been completely redone.
-- NEW: With the new system, moving, rotating and scaling panels no longer causes widgets they're responsible for to be rebuilt.
-- NEW: Panel clipping will now actually clip widgets, eliminating them from the draw buffers until they move back into view.
-- NEW: Matrix parameter has been eliminated from the clip shaders as it's no longer needed with the new system.
-- FIX: Work-around for a rare obscure issue caused by a bug in Unity related to instantiating widgets from prefabs (Case 439372).
-- FIX: It's no longer possible to edit widgets directly on prefabs. Bring them into the scene first.
-- FIX: Panel tool will now update itself on object selection.
-
-1.33:
-- NEW: UICheckbox now has a configurable function to call.
-- NEW: UICheckbox now has an animation parameter it can trigger when checked/unchecked.
-- NEW: You can now play remote animations via UIButtonPlayAnimations.
-- NEW: Tweener now sends out notifications when it finishes.
-- NEW: Tweener now has a 'group' parameter that can be used to only enable/disable only certain tweens on the same object.
-- NEW: UIButtonTween has been changed to use more descriptive properties. Check your UIButtonTweens and update their properties after upgrading.
-- NEW: Examples 1, 5 and 6 have been adjusted to use the new features.
-- FIX: Scrolling speed should now be consistent even at low framerates.
-- FIX: Shader fixes.
-
-1.32:
-- NEW: Added a 'thumb' parameter to the UISlider.
-- NEW: Added UIForwardEvents script that can be used to forward events from one object to another.
-- NEW: Added the ability to enable and disable target game objects via UIButtonTween.
-- FIX: Input fields now support IME.
-
-1.31:
-- NEW: Added a panel tool (NGUI menu -> Panel Tool) to aid with multi-panel development.
-- FIX: Variety of tweaks and minor enhancements, mainly related to examples.
-- FIX: UIDragObject had a rare bug with how items were springing back into place.
-
-1.30:
-- NEW: UIPanels can now specify a clipping area (everything outside this area will not be visible).
-- NEW: UIFilledSprite, best used for progress bars, sliders, etc (thanks nsxdavid).
-- NEW: UISpriteAnimation for some simple sprite animation (attach to a sprite).
-- NEW: UIAnchor can now specify depth offset to be used with perspective cameras.
-- NEW: UIDragObject can now restrict dragging of objects to be within the panel's clipping bounds.
-- NEW: UICheckbox now has an "option" field that lets you create option button groups (Tutorial 11).
-- NEW: Example 7 showing how to use the clipping feature.
-- NEW: Example 0 (Anchor) has been redone.
-- NEW: Most tutorials and examples now explain what they do inside them.
-- NEW: Added a variety of new interaction scripts replacing State scripts (UIButton series for example).
-- NEW: Added a Drag Effect parameter to UIDragObject with options to add momentum and spring effects.
-- FIX: UICamera.lastCamera was not pointing to the correct camera with multi-camera setups (thanks LKIM).
-- FIX: UIAnchor now positions objects in the center of the ortho camera rather than at depth of 0.
-- FIX: Various usability improvements.
-- OLD: 'State' series of scripts have all been deprecated.
-
-1.28:
-- NEW: Added a simple tweener and a set of tweening scripts (position, rotation, scale, and color).
-- FIX: Several fixes for rare non-critical issues.
-- FIX: Flash export bug work-arounds.
-
-1.27:
-- FIX: UISlider should now work properly when centered again.
-- FIX: UI should now work in Flash after LoadLevel (added some work-arounds for current bugs in the flash export).
-- FIX: Sliced sprites should now look properly in Flash again (added another work-around for another bug in the Flash export).
-
-1.26:
-- NEW: Added support for trimmed sprites (and fonts) exported via TexturePacker.
-- NEW: UISlider now has horizontal and vertical styles.
-- NEW: Selected widgets now have their gizmos colored green.
-- FIX: UISlider now uses the collider's bounds instead of the target's bounds.
-- FIX: Sliced sprite will now behave better when scaled with all pivot points, not just top-left.
-
-1.25:
-- NEW: Added a UIGrid script that can be used to easily arrange icons into a grid.
-- NEW: UIFont can now specify a UIAtlas/sprite combo instead of explicitly defining the material and pixel rect.
-
-1.24
-- NEW: Added character and line spacing parameters to UIFont.
-- NEW: Sprites will now be sorted alphabetically, both on import and in the drop-down menu.
-- NEW: NGUI menu Add* functions now automatically choose last used font and UI atlases and resize the new elements.
-- FIX: UICamera will now be able to handle both mouse and touch-based input on non-mobile devices.
-- FIX: 'Add Collider' menu option got semi-broken in 1.23.
-- FIX: Changing the font will now correctly update the visible text while in the editor.
-- Work-around for a bug in 3.5b6 Flash export.
-
-1.23
-- NEW: Added a pivot property to the widget class, replacing the old 'centered' flag.
-
-1.22
-- NEW: Example 6: Draggable Window
-- FIX: UISlider will now function properly for arbitrarily scaled objects.
-
-1.21
-- FIX: Gizmos are now rotated properly, matching the widget's rotation.
-- FIX: Labels now have gizmos properly scaled to envelop their entire content.
-
-1.20
-- NEW: Added the ability to generate normals and tangents for all widgets via a flag on UIPanel.
-- NEW: Added a UITexture class that can be used to draw a texture without having to create an atlas.
-- NEW: Example 5: Lights and Refraction.
-- Moved all atlases into the Examples folder.
-
-1.12
-- FIX: Unicode fonts should now get imported correctly.
-
-1.11
-- NEW: Added a new example (4) - Chat Window.
-
-1.10
-- NEW: Added support for Unity 3.5 and its "export to Flash" feature.
-
-1.09
-- NEW: Added password fields (specified on the label)
-- FIX: Working directly with atlas and font prefabs will now save their data correctly
-- NEW: Showing gizmos is now an option specified on the panel
-- NEW: Sprite inner rects will now be preserved on re-import
-- FIX: Disabled widgets should no longer remain visible in play mode
-- NEW: UICamera.lastHit will always contain the last RaycastHit made prior to sending OnClick, OnHover, and other events.
-
-1.08
-- NEW: Added support for multi-touch
diff --git a/Assets/Libraries/NGUI/ReadMe - 2.7.0.txt.meta b/Assets/Libraries/NGUI/ReadMe - 2.7.0.txt.meta
deleted file mode 100644
index d3a01fe..0000000
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@@ -1,4 +0,0 @@
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-TextScriptImporter:
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diff --git a/Assets/Libraries/NGUI/Resources.meta b/Assets/Libraries/NGUI/Resources.meta
deleted file mode 100644
index 21c5b8e..0000000
--- a/Assets/Libraries/NGUI/Resources.meta
+++ /dev/null
@@ -1,5 +0,0 @@
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-guid: 70d846d32bd619b4a856519ce1779bfe
-folderAsset: yes
-DefaultImporter:
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diff --git a/Assets/Libraries/NGUI/Resources/Shaders.meta b/Assets/Libraries/NGUI/Resources/Shaders.meta
deleted file mode 100644
index 4b3fea1..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders.meta
+++ /dev/null
@@ -1,5 +0,0 @@
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-guid: 298a41c43c8f58247ab89979efd1019b
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diff --git a/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (AlphaClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (AlphaClip).shader
deleted file mode 100644
index c46d222..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (AlphaClip).shader
+++ /dev/null
@@ -1,111 +0,0 @@
-Shader "GUI/Text Shader (AlphaClip)"
-{
- Properties
- {
- _MainTex ("Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Offset -1, -1
- Fog { Mode Off }
- //ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 worldPos : TEXCOORD1;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- // Sample the texture
- half4 col = IN.color;
- col.a *= tex2D(_MainTex, IN.texcoord).a;
-
- float2 factor = abs(IN.worldPos);
- float val = 1.0 - max(factor.x, factor.y);
-
- // Option 1: 'if' statement
- if (val < 0.0) col.a = 0.0;
-
- // Option 2: no 'if' statement -- may be faster on some devices
- //col.a *= ceil(clamp(val, 0.0, 1.0));
-
- return col;
- }
- ENDCG
- }
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (AlphaClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (AlphaClip).shader.meta
deleted file mode 100644
index b6128ec..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (AlphaClip).shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 1da6f8367fbe7454ebb850836a5ed0b0
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (SoftClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (SoftClip).shader
deleted file mode 100644
index 51e2932..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (SoftClip).shader
+++ /dev/null
@@ -1,109 +0,0 @@
-Shader "GUI/Text Shader (SoftClip)"
-{
- Properties
- {
- _MainTex ("Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Offset -1, -1
- Fog { Mode Off }
- //ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float2 _ClipSharpness = float2(20.0, 20.0);
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 worldPos : TEXCOORD1;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- // Softness factor
- float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness;
-
- // Sample the texture
- half4 col = IN.color;
- col.a *= tex2D(_MainTex, IN.texcoord).a;
- col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
-
- return col;
- }
- ENDCG
- }
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (SoftClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (SoftClip).shader.meta
deleted file mode 100644
index 0a966e4..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/GUI - Text Shader (SoftClip).shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 9f39f1d1f2f3ee04bb793082eee05819
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Additive Colored.shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Additive Colored.shader
deleted file mode 100644
index ad42231..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Additive Colored.shader
+++ /dev/null
@@ -1,36 +0,0 @@
-Shader "Unlit/Additive Colored"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- LOD 100
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- ColorMask RGB
- AlphaTest Greater .01
- Blend One One
-
- Pass
- {
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Additive Colored.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Additive Colored.shader.meta
deleted file mode 100644
index 6aba70a..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Additive Colored.shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 3f21c51d36eed214682950784e00f775
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth Cutout.shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth Cutout.shader
deleted file mode 100644
index fbfbd69..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth Cutout.shader
+++ /dev/null
@@ -1,35 +0,0 @@
-Shader "Unlit/Depth Cutout"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Background"
- "IgnoreProjector" = "True"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- Blend Off
- ColorMask 0
- ZWrite On
- ZTest Less
- AlphaTest Greater .99
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth Cutout.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth Cutout.shader.meta
deleted file mode 100644
index 1355f45..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth Cutout.shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: d1ebcd00c1d17d441abe69a60007327e
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth.shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth.shader
deleted file mode 100644
index 091ee95..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth.shader
+++ /dev/null
@@ -1,20 +0,0 @@
-Shader "Unlit/Depth"
-{
- SubShader
- {
- Lod 100
-
- Tags
- {
- "Queue" = "Geometry+1"
- "RenderType"="Opaque"
- }
-
- Pass
- {
- ZWrite On
- ZTest LEqual
- ColorMask 0
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth.shader.meta
deleted file mode 100644
index adab35b..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Depth.shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
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-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader
deleted file mode 100644
index 0fbc7f7..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader
+++ /dev/null
@@ -1,112 +0,0 @@
-Shader "Unlit/Dynamic Font (AlphaClip)"
-{
- Properties
- {
- _MainTex ("Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Offset -1, -1
- Fog { Mode Off }
- //ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 worldPos : TEXCOORD1;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- // Sample the texture
- //half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
- half4 col = IN.color;
- col.a *= tex2D(_MainTex, IN.texcoord).a;
-
- float2 factor = abs(IN.worldPos);
- float val = 1.0 - max(factor.x, factor.y);
-
- // Option 1: 'if' statement
- if (val < 0.0) col.a = 0.0;
-
- // Option 2: no 'if' statement -- may be faster on some devices
- //col.a *= ceil(clamp(val, 0.0, 1.0));
-
- return col;
- }
- ENDCG
- }
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader.meta
deleted file mode 100644
index a8889e0..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (AlphaClip).shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: b1f4b562d0ebea24299650435eec3efb
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (SoftClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (SoftClip).shader
deleted file mode 100644
index f0c2f80..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (SoftClip).shader
+++ /dev/null
@@ -1,109 +0,0 @@
-Shader "Unlit/Dynamic Font (SoftClip)"
-{
- Properties
- {
- _MainTex ("Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Offset -1, -1
- Fog { Mode Off }
- //ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float2 _ClipSharpness = float2(20.0, 20.0);
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 worldPos : TEXCOORD1;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- // Softness factor
- float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness;
-
- // Sample the texture
- half4 col = IN.color;
- col.a *= tex2D(_MainTex, IN.texcoord).a;
- col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
-
- return col;
- }
- ENDCG
- }
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (SoftClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (SoftClip).shader.meta
deleted file mode 100644
index 03db203..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font (SoftClip).shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 9c436d67fac37854ba0477a76f2b2489
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font.shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font.shader
deleted file mode 100644
index 20ea420..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font.shader
+++ /dev/null
@@ -1,99 +0,0 @@
-Shader "Unlit/Dynamic Font"
-{
- Properties
- {
- _MainTex ("Alpha (A)", 2D) = "white" {}
- }
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- }
-
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- Offset -1, -1
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
-
- #include "UnityCG.cginc"
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- sampler2D _MainTex;
- uniform float4 _MainTex_ST;
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord,_MainTex);
- return o;
- }
-
- fixed4 frag (v2f i) : COLOR
- {
- fixed4 col = i.color;
- col.a *= tex2D(_MainTex, i.texcoord).a;
- return col;
- }
- ENDCG
- }
- }
-
- SubShader
- {
- Tags
- {
- "Queue"="Transparent"
- "IgnoreProjector"="True"
- "RenderType"="Transparent"
- }
- Lighting Off
- Cull Off
- ZTest Always
- ZWrite Off
- Fog { Mode Off }
- Blend SrcAlpha OneMinusSrcAlpha
-
- BindChannels
- {
- Bind "Color", color
- Bind "Vertex", vertex
- Bind "TexCoord", texcoord
- }
-
- Pass
- {
- SetTexture [_MainTex]
- {
- constantColor [_Color] combine constant * primary, constant * texture
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font.shader.meta
deleted file mode 100644
index ff43f2a..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Dynamic Font.shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 0116e799c8f4dc14a8a8b352845455d1
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader
deleted file mode 100644
index a8e9ebf..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader
+++ /dev/null
@@ -1,106 +0,0 @@
-Shader "Unlit/Masked Colored"
-{
- Properties
- {
- _MainTex ("Base (RGB) Mask (A)", 2D) = "white" {}
- _Color ("Tint Color", Color) = (1,1,1,1)
- }
-
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- LOD 200
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- ColorMask RGB
- Blend Off
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #pragma fragmentoption ARB_precision_hint_fastest
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- fixed4 _Color;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- fixed4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- float4 _MainTex_ST;
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- return o;
- }
-
- fixed4 frag (v2f i) : COLOR
- {
- half4 col = tex2D(_MainTex, i.texcoord) * i.color;
- return half4( lerp(col.rgb, col.rgb * _Color.rgb, col.a), col.a );
- }
- ENDCG
- }
- }
-
- SubShader
- {
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- LOD 100
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- ColorMask RGB
- AlphaTest Greater .01
- Blend Off
-
- Pass
- {
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
-
- SetTexture [_MainTex]
- {
- ConstantColor [_Color]
- Combine Previous * Constant
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader.meta
deleted file mode 100644
index 27b281f..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Masked Colored.shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: f9585a629f3ca7a41863121f0b99af20
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader
deleted file mode 100644
index 5958e59..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader
+++ /dev/null
@@ -1,111 +0,0 @@
-Shader "Unlit/Premultiplied Colored (AlphaClip)"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- AlphaTest Off
- Fog { Mode Off }
- Offset -1, -1
- ColorMask RGB
- Blend One OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 worldPos : TEXCOORD1;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- // Sample the texture
- half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
-
- float2 factor = abs(IN.worldPos);
- float val = 1.0 - max(factor.x, factor.y);
-
- // Option 1: 'if' statement
- if (val < 0.0) col = half4(0.0, 0.0, 0.0, 0.0);
-
- // Option 2: no 'if' statement -- may be faster on some devices
- //col *= ceil(clamp(val, 0.0, 1.0));
- return col;
- }
- ENDCG
- }
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- AlphaTest Off
- Fog { Mode Off }
- Offset -1, -1
- ColorMask RGB
- Blend One OneMinusSrcAlpha
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader.meta
deleted file mode 100644
index 2634704..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (AlphaClip).shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: a33cb394358c5814ab9a2a098384df3b
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader
deleted file mode 100644
index 2f5e5fa..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader
+++ /dev/null
@@ -1,109 +0,0 @@
-Shader "Unlit/Premultiplied Colored (SoftClip)"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- AlphaTest Off
- Fog { Mode Off }
- Offset -1, -1
- ColorMask RGB
- Blend One OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float2 _ClipSharpness = float2(20.0, 20.0);
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 worldPos : TEXCOORD1;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- // Softness factor
- float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness;
-
- // Sample the texture
- half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
- float fade = clamp( min(factor.x, factor.y), 0.0, 1.0);
- col.a *= fade;
- col.rgb = lerp(half3(0.0, 0.0, 0.0), col.rgb, fade);
- return col;
- }
- ENDCG
- }
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- AlphaTest Off
- Fog { Mode Off }
- Offset -1, -1
- ColorMask RGB
- Blend One OneMinusSrcAlpha
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader.meta
deleted file mode 100644
index be27da6..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored (SoftClip).shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 93c84009f8f004b4f84697c8cb12dd63
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader
deleted file mode 100644
index 9f5380b..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader
+++ /dev/null
@@ -1,100 +0,0 @@
-Shader "Unlit/Premultiplied Colored"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- AlphaTest Off
- Fog { Mode Off }
- Offset -1, -1
- ColorMask RGB
- Blend One OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
- //col.rgb = lerp(half3(0.0, 0.0, 0.0), col.rgb, col.a);
- return col;
- }
- ENDCG
- }
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- AlphaTest Off
- Fog { Mode Off }
- Offset -1, -1
- ColorMask RGB
- Blend One OneMinusSrcAlpha
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader.meta
deleted file mode 100644
index ac818b3..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Premultiplied Colored.shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: ed5591596df551e4c8f4b05ce88a7a07
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader
deleted file mode 100644
index a3344a0..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader
+++ /dev/null
@@ -1,110 +0,0 @@
-Shader "Unlit/Transparent Colored (AlphaClip)"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Offset -1, -1
- Fog { Mode Off }
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 worldPos : TEXCOORD1;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- // Sample the texture
- half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
-
- float2 factor = abs(IN.worldPos);
- float val = 1.0 - max(factor.x, factor.y);
-
- // Option 1: 'if' statement
- if (val < 0.0) col.a = 0.0;
-
- // Option 2: no 'if' statement -- may be faster on some devices
- //col.a *= ceil(clamp(val, 0.0, 1.0));
-
- return col;
- }
- ENDCG
- }
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader.meta
deleted file mode 100644
index 075a008..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (AlphaClip).shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 705e3be56bcded34a85b8cd6b21f03d0
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader
deleted file mode 100644
index 7ab602d..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader
+++ /dev/null
@@ -1,80 +0,0 @@
-Shader "Unlit/Transparent Colored (Packed) (AlphaClip)"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Offset -1, -1
- Fog { Mode Off }
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- half4 _MainTex_ST;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 worldPos : TEXCOORD1;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- half4 mask = tex2D(_MainTex, IN.texcoord);
- half4 mixed = saturate(ceil(IN.color - 0.5));
- half4 col = saturate((mixed * 0.51 - IN.color) / -0.49);
- float2 factor = abs(IN.worldPos);
- float val = 1.0 - max(factor.x, factor.y);
-
- if (val < 0.0) col.a = 0.0;
- mask *= mixed;
- col.a *= mask.r + mask.g + mask.b + mask.a;
- return col;
- }
- ENDCG
- }
- }
- Fallback Off
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader.meta
deleted file mode 100644
index e63a786..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (AlphaClip) .shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 8705eb83ab801c74b8876f4b901d4587
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader
deleted file mode 100644
index c4a9004..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader
+++ /dev/null
@@ -1,80 +0,0 @@
-Shader "Unlit/Transparent Colored (Packed) (SoftClip)"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Offset -1, -1
- Fog { Mode Off }
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- half4 _MainTex_ST;
- float2 _ClipSharpness = float2(20.0, 20.0);
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 worldPos : TEXCOORD1;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- half4 mask = tex2D(_MainTex, IN.texcoord);
- half4 mixed = saturate(ceil(IN.color - 0.5));
- half4 col = saturate((mixed * 0.51 - IN.color) / -0.49);
- float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness;
-
- mask *= mixed;
- col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
- col.a *= mask.r + mask.g + mask.b + mask.a;
- return col;
- }
- ENDCG
- }
- }
- Fallback Off
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader.meta
deleted file mode 100644
index b12cedb..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed) (SoftClip).shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 182695e850938314fa6675a8926ad9ee
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader
deleted file mode 100644
index 5d091b7..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader
+++ /dev/null
@@ -1,75 +0,0 @@
-Shader "Unlit/Transparent Colored (Packed)"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Offset -1, -1
- Fog { Mode Off }
- ColorMask RGB
- Blend SrcAlpha OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- half4 _MainTex_ST;
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- half4 mask = tex2D(_MainTex, IN.texcoord);
- half4 mixed = saturate(ceil(IN.color - 0.5));
- half4 col = saturate((mixed * 0.51 - IN.color) / -0.49);
-
- mask *= mixed;
- col.a *= mask.r + mask.g + mask.b + mask.a;
- return col;
- }
- ENDCG
- }
- }
- Fallback Off
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader.meta
deleted file mode 100644
index 5a90bc3..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (Packed).shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: f3fd145b191cf4040ac6b55cda352a53
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader
deleted file mode 100644
index 2e5dd1a..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader
+++ /dev/null
@@ -1,107 +0,0 @@
-Shader "Unlit/Transparent Colored (SoftClip)"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 200
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Offset -1, -1
- Fog { Mode Off }
- ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
-
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
- float2 _ClipSharpness = float2(20.0, 20.0);
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- };
-
- struct v2f
- {
- float4 vertex : POSITION;
- half4 color : COLOR;
- float2 texcoord : TEXCOORD0;
- float2 worldPos : TEXCOORD1;
- };
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.color = v.color;
- o.texcoord = v.texcoord;
- o.worldPos = TRANSFORM_TEX(v.vertex.xy, _MainTex);
- return o;
- }
-
- half4 frag (v2f IN) : COLOR
- {
- // Softness factor
- float2 factor = (float2(1.0, 1.0) - abs(IN.worldPos)) * _ClipSharpness;
-
- // Sample the texture
- half4 col = tex2D(_MainTex, IN.texcoord) * IN.color;
- col.a *= clamp( min(factor.x, factor.y), 0.0, 1.0);
- return col;
- }
- ENDCG
- }
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Pass
- {
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- ColorMask RGB
- AlphaTest Greater .01
- Blend SrcAlpha OneMinusSrcAlpha
- ColorMaterial AmbientAndDiffuse
-
- SetTexture [_MainTex]
- {
- Combine Texture * Primary
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader.meta
deleted file mode 100644
index 3c2352f..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored (SoftClip).shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 065e02ce5c5ec66429de34a0eabdf3f1
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader
deleted file mode 100644
index 997bd37..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader
+++ /dev/null
@@ -1,68 +0,0 @@
-Shader "Unlit/Transparent Colored"
-{
- Properties
- {
- _MainTex ("Base (RGB), Alpha (A)", 2D) = "white" {}
- }
-
- SubShader
- {
- LOD 100
-
- Tags
- {
- "Queue" = "Transparent"
- "IgnoreProjector" = "True"
- "RenderType" = "Transparent"
- }
-
- Cull Off
- Lighting Off
- ZWrite Off
- Fog { Mode Off }
- Offset -1, -1
- Blend SrcAlpha OneMinusSrcAlpha
-
- Pass
- {
- CGPROGRAM
- #pragma vertex vert
- #pragma fragment frag
-
- #include "UnityCG.cginc"
-
- struct appdata_t
- {
- float4 vertex : POSITION;
- float2 texcoord : TEXCOORD0;
- fixed4 color : COLOR;
- };
-
- struct v2f
- {
- float4 vertex : SV_POSITION;
- half2 texcoord : TEXCOORD0;
- fixed4 color : COLOR;
- };
-
- sampler2D _MainTex;
- float4 _MainTex_ST;
-
- v2f vert (appdata_t v)
- {
- v2f o;
- o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
- o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
- o.color = v.color;
- return o;
- }
-
- fixed4 frag (v2f i) : COLOR
- {
- fixed4 col = tex2D(_MainTex, i.texcoord) * i.color;
- return col;
- }
- ENDCG
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader.meta b/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader.meta
deleted file mode 100644
index 7560af4..0000000
--- a/Assets/Libraries/NGUI/Resources/Shaders/Unlit - Transparent Colored.shader.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: e75727d9555d9d14ca51d91908c681bc
-ShaderImporter:
- defaultTextures: []
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts.meta b/Assets/Libraries/NGUI/Scripts.meta
deleted file mode 100644
index 931a204..0000000
--- a/Assets/Libraries/NGUI/Scripts.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: af25cd26c99f6e8428bfa6573f05d74e
-folderAsset: yes
-DefaultImporter:
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor.meta b/Assets/Libraries/NGUI/Scripts/Editor.meta
deleted file mode 100644
index bb3f059..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 29136b1a63711a141bcfc47c02e4c3a1
-folderAsset: yes
-DefaultImporter:
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs b/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs
deleted file mode 100644
index 076e770..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs
+++ /dev/null
@@ -1,164 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Text;
-
-///
-/// Helper class that takes care of loading BMFont's glyph information from the specified byte array.
-/// This functionality is not a part of BMFont anymore because Flash export option can't handle System.IO functions.
-///
-
-public static class BMFontReader
-{
- ///
- /// Helper function that retrieves the string value of the key=value pair.
- ///
-
- static string GetString (string s)
- {
- int idx = s.IndexOf('=');
- return (idx == -1) ? "" : s.Substring(idx + 1);
- }
-
- ///
- /// Helper function that retrieves the integer value of the key=value pair.
- ///
-
- static int GetInt (string s)
- {
- int val = 0;
- string text = GetString(s);
-#if UNITY_FLASH
- try { val = int.Parse(text); } catch (System.Exception) { }
-#else
- int.TryParse(text, out val);
-#endif
- return val;
- }
-
- ///
- /// Reload the font data.
- ///
-
- static public void Load (BMFont font, string name, byte[] bytes)
- {
- font.Clear();
-
- if (bytes != null)
- {
- ByteReader reader = new ByteReader(bytes);
- char[] separator = new char[] { ' ' };
-
- while (reader.canRead)
- {
- string line = reader.ReadLine();
- if (string.IsNullOrEmpty(line)) break;
- string[] split = line.Split(separator, System.StringSplitOptions.RemoveEmptyEntries);
- int len = split.Length;
-
- if (split[0] == "char")
- {
- // Expected data style:
- // char id=13 x=506 y=62 width=3 height=3 xoffset=-1 yoffset=50 xadvance=0 page=0 chnl=15
-
- int channel = (len > 10) ? GetInt(split[10]) : 15;
-
- if (len > 9 && GetInt(split[9]) > 0)
- {
- Debug.LogError("Your font was exported with more than one texture. Only one texture is supported by NGUI.\n" +
- "You need to re-export your font, enlarging the texture's dimensions until everything fits into just one texture.");
- break;
- }
-
- if (len > 8)
- {
- int id = GetInt(split[1]);
- BMGlyph glyph = font.GetGlyph(id, true);
-
- if (glyph != null)
- {
- glyph.x = GetInt(split[2]);
- glyph.y = GetInt(split[3]);
- glyph.width = GetInt(split[4]);
- glyph.height = GetInt(split[5]);
- glyph.offsetX = GetInt(split[6]);
- glyph.offsetY = GetInt(split[7]);
- glyph.advance = GetInt(split[8]);
- glyph.channel = channel;
- }
- else Debug.Log("Char: " + split[1] + " (" + id + ") is NULL");
- }
- else
- {
- Debug.LogError("Unexpected number of entries for the 'char' field (" + name + ", " + split.Length + "):\n" + line);
- break;
- }
- }
- else if (split[0] == "kerning")
- {
- // Expected data style:
- // kerning first=84 second=244 amount=-5
-
- if (len > 3)
- {
- int first = GetInt(split[1]);
- int second = GetInt(split[2]);
- int amount = GetInt(split[3]);
-
- BMGlyph glyph = font.GetGlyph(second, true);
- if (glyph != null) glyph.SetKerning(first, amount);
- }
- else
- {
- Debug.LogError("Unexpected number of entries for the 'kerning' field (" +
- name + ", " + split.Length + "):\n" + line);
- break;
- }
- }
- else if (split[0] == "common")
- {
- // Expected data style:
- // common lineHeight=64 base=51 scaleW=512 scaleH=512 pages=1 packed=0 alphaChnl=1 redChnl=4 greenChnl=4 blueChnl=4
-
- if (len > 5)
- {
- font.charSize = GetInt(split[1]);
- font.baseOffset = GetInt(split[2]);
- font.texWidth = GetInt(split[3]);
- font.texHeight = GetInt(split[4]);
-
- int pages = GetInt(split[5]);
-
- if (pages != 1)
- {
- Debug.LogError("Font '" + name + "' must be created with only 1 texture, not " + pages);
- break;
- }
- }
- else
- {
- Debug.LogError("Unexpected number of entries for the 'common' field (" +
- name + ", " + split.Length + "):\n" + line);
- break;
- }
- }
- else if (split[0] == "page")
- {
- // Expected data style:
- // page id=0 file="textureName.png"
-
- if (len > 2)
- {
- font.spriteName = GetString(split[2]).Replace("\"", "");
- font.spriteName = font.spriteName.Replace(".png", "");
- font.spriteName = font.spriteName.Replace(".tga", "");
- }
- }
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs.meta
deleted file mode 100644
index 60a513a..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/BMFontReader.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 8e158bb7b8285214086ac67290f0cecd
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs b/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs
deleted file mode 100644
index 396492c..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs
+++ /dev/null
@@ -1,157 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// EditorGUILayout.ObjectField doesn't support custom components, so a custom wizard saves the day.
-/// Unfortunately this tool only shows components that are being used by the scene, so it's a "recently used" selection tool.
-///
-
-public class ComponentSelector : ScriptableWizard
-{
- public delegate void OnSelectionCallback (MonoBehaviour obj);
-
- System.Type mType;
- OnSelectionCallback mCallback;
- MonoBehaviour[] mObjects;
-
- ///
- /// Draw a button + object selection combo filtering specified types.
- ///
-
- static public void Draw (string buttonName, T obj, OnSelectionCallback cb, params GUILayoutOption[] options) where T : MonoBehaviour
- {
- GUILayout.BeginHorizontal();
- bool show = GUILayout.Button(buttonName, "DropDownButton", GUILayout.Width(76f));
- GUILayout.BeginVertical();
- GUILayout.Space(5f);
-
- T o = EditorGUILayout.ObjectField(obj, typeof(T), false, options) as T;
- GUILayout.EndVertical();
-
- if (o != null && Selection.activeObject != o.gameObject && GUILayout.Button("Edit", GUILayout.Width(40f)))
- {
- Selection.activeObject = o.gameObject;
- }
- GUILayout.EndHorizontal();
- if (show) Show(cb);
- else if (o != obj) cb(o);
- }
-
- ///
- /// Draw a button + object selection combo filtering specified types.
- ///
-
- static public void Draw (T obj, OnSelectionCallback cb, params GUILayoutOption[] options) where T : MonoBehaviour
- {
- Draw(NGUITools.GetName(), obj, cb, options);
- }
-
- ///
- /// Show the selection wizard.
- ///
-
- static void Show (OnSelectionCallback cb) where T : MonoBehaviour
- {
- System.Type type = typeof(T);
- ComponentSelector comp = ScriptableWizard.DisplayWizard("Select " + type.ToString());
- comp.mType = type;
- comp.mCallback = cb;
- comp.mObjects = Resources.FindObjectsOfTypeAll(type) as MonoBehaviour[];
- }
-
- ///
- /// Draw the custom wizard.
- ///
-
- void OnGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
- GUILayout.Label("Recently used components", "LODLevelNotifyText");
- NGUIEditorTools.DrawSeparator();
-
- if (mObjects.Length == 0)
- {
- EditorGUILayout.HelpBox("No recently used " + mType.ToString() + " components found.\nTry drag & dropping one instead, or creating a new one.", MessageType.Info);
-
- bool isDone = false;
-
- EditorGUILayout.Space();
- GUILayout.BeginHorizontal();
- GUILayout.FlexibleSpace();
-
- if (mType == typeof(UIFont))
- {
- if (GUILayout.Button("Open the Font Maker", GUILayout.Width(150f)))
- {
- EditorWindow.GetWindow(false, "Font Maker", true);
- isDone = true;
- }
- }
- else if (mType == typeof(UIAtlas))
- {
- if (GUILayout.Button("Open the Atlas Maker", GUILayout.Width(150f)))
- {
- EditorWindow.GetWindow(false, "Atlas Maker", true);
- isDone = true;
- }
- }
-
- GUILayout.FlexibleSpace();
- GUILayout.EndHorizontal();
- if (isDone) Close();
- }
- else
- {
- MonoBehaviour sel = null;
-
- foreach (MonoBehaviour o in mObjects)
- {
- if (DrawObject(o))
- {
- sel = o;
- }
- }
-
- if (sel != null)
- {
- mCallback(sel);
- Close();
- }
- }
- }
-
- ///
- /// Draw details about the specified monobehavior in column format.
- ///
-
- bool DrawObject (MonoBehaviour mb)
- {
- bool retVal = false;
-
- GUILayout.BeginHorizontal();
- {
- if (EditorUtility.IsPersistent(mb.gameObject))
- {
- GUILayout.Label("Prefab", "AS TextArea", GUILayout.Width(80f), GUILayout.Height(20f));
- }
- else
- {
- GUI.color = Color.grey;
- GUILayout.Label("Object", "AS TextArea", GUILayout.Width(80f), GUILayout.Height(20f));
- }
-
- GUILayout.Label(NGUITools.GetHierarchy(mb.gameObject), "AS TextArea", GUILayout.Height(20f));
- GUI.color = Color.white;
-
- retVal = GUILayout.Button("Select", "ButtonLeft", GUILayout.Width(60f), GUILayout.Height(16f));
- }
- GUILayout.EndHorizontal();
- return retVal;
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs.meta
deleted file mode 100644
index 339ddd2..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/ComponentSelector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: a5a2a079a3e532341bc353243c67d9be
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs
deleted file mode 100644
index 3b9ceb6..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs
+++ /dev/null
@@ -1,1095 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Tools for the editor
-///
-
-public class NGUIEditorTools
-{
- static Texture2D mWhiteTex;
- static Texture2D mBackdropTex;
- static Texture2D mContrastTex;
- static Texture2D mGradientTex;
- static GameObject mPrevious;
-
- ///
- /// Returns a blank usable 1x1 white texture.
- ///
-
- static public Texture2D blankTexture
- {
- get
- {
- return EditorGUIUtility.whiteTexture;
- }
- }
-
- ///
- /// Returns a usable texture that looks like a dark checker board.
- ///
-
- static public Texture2D backdropTexture
- {
- get
- {
- if (mBackdropTex == null) mBackdropTex = CreateCheckerTex(
- new Color(0.1f, 0.1f, 0.1f, 0.5f),
- new Color(0.2f, 0.2f, 0.2f, 0.5f));
- return mBackdropTex;
- }
- }
-
- ///
- /// Returns a usable texture that looks like a high-contrast checker board.
- ///
-
- static public Texture2D contrastTexture
- {
- get
- {
- if (mContrastTex == null) mContrastTex = CreateCheckerTex(
- new Color(0f, 0.0f, 0f, 0.5f),
- new Color(1f, 1f, 1f, 0.5f));
- return mContrastTex;
- }
- }
-
- ///
- /// Gradient texture is used for title bars / headers.
- ///
-
- static public Texture2D gradientTexture
- {
- get
- {
- if (mGradientTex == null) mGradientTex = CreateGradientTex();
- return mGradientTex;
- }
- }
-
- ///
- /// Create a white dummy texture.
- ///
-
- static Texture2D CreateDummyTex ()
- {
- Texture2D tex = new Texture2D(1, 1);
- tex.name = "[Generated] Dummy Texture";
- tex.hideFlags = HideFlags.DontSave;
- tex.filterMode = FilterMode.Point;
- tex.SetPixel(0, 0, Color.white);
- tex.Apply();
- return tex;
- }
-
- ///
- /// Create a checker-background texture
- ///
-
- static Texture2D CreateCheckerTex (Color c0, Color c1)
- {
- Texture2D tex = new Texture2D(16, 16);
- tex.name = "[Generated] Checker Texture";
- tex.hideFlags = HideFlags.DontSave;
-
- for (int y = 0; y < 8; ++y) for (int x = 0; x < 8; ++x) tex.SetPixel(x, y, c1);
- for (int y = 8; y < 16; ++y) for (int x = 0; x < 8; ++x) tex.SetPixel(x, y, c0);
- for (int y = 0; y < 8; ++y) for (int x = 8; x < 16; ++x) tex.SetPixel(x, y, c0);
- for (int y = 8; y < 16; ++y) for (int x = 8; x < 16; ++x) tex.SetPixel(x, y, c1);
-
- tex.Apply();
- tex.filterMode = FilterMode.Point;
- return tex;
- }
-
- ///
- /// Create a gradient texture
- ///
-
- static Texture2D CreateGradientTex ()
- {
- Texture2D tex = new Texture2D(1, 16);
- tex.name = "[Generated] Gradient Texture";
- tex.hideFlags = HideFlags.DontSave;
-
- Color c0 = new Color(1f, 1f, 1f, 0f);
- Color c1 = new Color(1f, 1f, 1f, 0.4f);
-
- for (int i = 0; i < 16; ++i)
- {
- float f = Mathf.Abs((i / 15f) * 2f - 1f);
- f *= f;
- tex.SetPixel(0, i, Color.Lerp(c0, c1, f));
- }
-
- tex.Apply();
- tex.filterMode = FilterMode.Bilinear;
- return tex;
- }
-
- ///
- /// Draws the tiled texture. Like GUI.DrawTexture() but tiled instead of stretched.
- ///
-
- static public void DrawTiledTexture (Rect rect, Texture tex)
- {
- GUI.BeginGroup(rect);
- {
- int width = Mathf.RoundToInt(rect.width);
- int height = Mathf.RoundToInt(rect.height);
-
- for (int y = 0; y < height; y += tex.height)
- {
- for (int x = 0; x < width; x += tex.width)
- {
- GUI.DrawTexture(new Rect(x, y, tex.width, tex.height), tex);
- }
- }
- }
- GUI.EndGroup();
- }
-
- ///
- /// Draw a single-pixel outline around the specified rectangle.
- ///
-
- static public void DrawOutline (Rect rect)
- {
- if (Event.current.type == EventType.Repaint)
- {
- Texture2D tex = contrastTexture;
- GUI.color = Color.white;
- DrawTiledTexture(new Rect(rect.xMin, rect.yMax, 1f, -rect.height), tex);
- DrawTiledTexture(new Rect(rect.xMax, rect.yMax, 1f, -rect.height), tex);
- DrawTiledTexture(new Rect(rect.xMin, rect.yMin, rect.width, 1f), tex);
- DrawTiledTexture(new Rect(rect.xMin, rect.yMax, rect.width, 1f), tex);
- }
- }
-
- ///
- /// Draw a single-pixel outline around the specified rectangle.
- ///
-
- static public void DrawOutline (Rect rect, Color color)
- {
- if (Event.current.type == EventType.Repaint)
- {
- Texture2D tex = blankTexture;
- GUI.color = color;
- GUI.DrawTexture(new Rect(rect.xMin, rect.yMin, 1f, rect.height), tex);
- GUI.DrawTexture(new Rect(rect.xMax, rect.yMin, 1f, rect.height), tex);
- GUI.DrawTexture(new Rect(rect.xMin, rect.yMin, rect.width, 1f), tex);
- GUI.DrawTexture(new Rect(rect.xMin, rect.yMax, rect.width, 1f), tex);
- GUI.color = Color.white;
- }
- }
-
- ///
- /// Draw a selection outline around the specified rectangle.
- ///
-
- static public void DrawOutline (Rect rect, Rect relative, Color color)
- {
- if (Event.current.type == EventType.Repaint)
- {
- // Calculate where the outer rectangle would be
- float x = rect.xMin + rect.width * relative.xMin;
- float y = rect.yMax - rect.height * relative.yMin;
- float width = rect.width * relative.width;
- float height = -rect.height * relative.height;
- relative = new Rect(x, y, width, height);
-
- // Draw the selection
- DrawOutline(relative, color);
- }
- }
-
- ///
- /// Draw a selection outline around the specified rectangle.
- ///
-
- static public void DrawOutline (Rect rect, Rect relative)
- {
- if (Event.current.type == EventType.Repaint)
- {
- // Calculate where the outer rectangle would be
- float x = rect.xMin + rect.width * relative.xMin;
- float y = rect.yMax - rect.height * relative.yMin;
- float width = rect.width * relative.width;
- float height = -rect.height * relative.height;
- relative = new Rect(x, y, width, height);
-
- // Draw the selection
- DrawOutline(relative);
- }
- }
-
- ///
- /// Draw a 9-sliced outline.
- ///
-
- static public void DrawOutline (Rect rect, Rect outer, Rect inner)
- {
- if (Event.current.type == EventType.Repaint)
- {
- Color green = new Color(0.4f, 1f, 0f, 1f);
-
- DrawOutline(rect, new Rect(outer.x, inner.y, outer.width, inner.height));
- DrawOutline(rect, new Rect(inner.x, outer.y, inner.width, outer.height));
- DrawOutline(rect, outer, green);
- }
- }
-
- ///
- /// Draw a checkered background for the specified texture.
- ///
-
- static public Rect DrawBackground (Texture2D tex, float ratio)
- {
- Rect rect = GUILayoutUtility.GetRect(0f, 0f);
- rect.width = Screen.width - rect.xMin;
- rect.height = rect.width * ratio;
- GUILayout.Space(rect.height);
-
- if (Event.current.type == EventType.Repaint)
- {
- Texture2D blank = blankTexture;
- Texture2D check = backdropTexture;
-
- // Lines above and below the texture rectangle
- GUI.color = new Color(0f, 0f, 0f, 0.2f);
- GUI.DrawTexture(new Rect(rect.xMin, rect.yMin - 1, rect.width, 1f), blank);
- GUI.DrawTexture(new Rect(rect.xMin, rect.yMax, rect.width, 1f), blank);
- GUI.color = Color.white;
-
- // Checker background
- DrawTiledTexture(rect, check);
- }
- return rect;
- }
-
- ///
- /// Draw a visible separator in addition to adding some padding.
- ///
-
- static public void DrawSeparator ()
- {
- GUILayout.Space(12f);
-
- if (Event.current.type == EventType.Repaint)
- {
- Texture2D tex = blankTexture;
- Rect rect = GUILayoutUtility.GetLastRect();
- GUI.color = new Color(0f, 0f, 0f, 0.25f);
- GUI.DrawTexture(new Rect(0f, rect.yMin + 6f, Screen.width, 4f), tex);
- GUI.DrawTexture(new Rect(0f, rect.yMin + 6f, Screen.width, 1f), tex);
- GUI.DrawTexture(new Rect(0f, rect.yMin + 9f, Screen.width, 1f), tex);
- GUI.color = Color.white;
- }
- }
-
- ///
- /// Draw a distinctly different looking header label
- ///
-
- //static public Rect DrawHeader (string text)
- //{
- // GUILayout.Space(28f);
- // Rect rect = GUILayoutUtility.GetLastRect();
- // rect.yMin += 5f;
- // rect.yMax -= 4f;
- // rect.width = Screen.width;
-
- // if (Event.current.type == EventType.Repaint)
- // {
- // GUI.color = Color.black;
- // GUI.DrawTexture(new Rect(0f, rect.yMin, Screen.width, rect.yMax - rect.yMin), gradientTexture);
- // GUI.color = new Color(0f, 0f, 0f, 0.25f);
- // GUI.DrawTexture(new Rect(0f, rect.yMin, Screen.width, 1f), blankTexture);
- // GUI.DrawTexture(new Rect(0f, rect.yMax - 1, Screen.width, 1f), blankTexture);
- // GUI.color = Color.white;
- // GUI.Label(new Rect(rect.x + 4f, rect.y, rect.width - 4, rect.height), text, EditorStyles.boldLabel);
- // }
- // return rect;
- //}
-
- ///
- /// Convenience function that displays a list of sprites and returns the selected value.
- ///
-
- static public string DrawList (string field, string[] list, string selection, params GUILayoutOption[] options)
- {
- if (list != null && list.Length > 0)
- {
- int index = 0;
- if (string.IsNullOrEmpty(selection)) selection = list[0];
-
- // We need to find the sprite in order to have it selected
- if (!string.IsNullOrEmpty(selection))
- {
- for (int i = 0; i < list.Length; ++i)
- {
- if (selection.Equals(list[i], System.StringComparison.OrdinalIgnoreCase))
- {
- index = i;
- break;
- }
- }
- }
-
- // Draw the sprite selection popup
- index = string.IsNullOrEmpty(field) ?
- EditorGUILayout.Popup(index, list, options) :
- EditorGUILayout.Popup(field, index, list, options);
-
- return list[index];
- }
- return null;
- }
-
- ///
- /// Convenience function that displays a list of sprites and returns the selected value.
- ///
-
- static public string DrawAdvancedList (string field, string[] list, string selection, params GUILayoutOption[] options)
- {
- if (list != null && list.Length > 0)
- {
- int index = 0;
- if (string.IsNullOrEmpty(selection)) selection = list[0];
-
- // We need to find the sprite in order to have it selected
- if (!string.IsNullOrEmpty(selection))
- {
- for (int i = 0; i < list.Length; ++i)
- {
- if (selection.Equals(list[i], System.StringComparison.OrdinalIgnoreCase))
- {
- index = i;
- break;
- }
- }
- }
-
- // Draw the sprite selection popup
- index = string.IsNullOrEmpty(field) ?
- EditorGUILayout.Popup(index, list, "DropDownButton", options) :
- EditorGUILayout.Popup(field, index, list, "DropDownButton", options);
-
- return list[index];
- }
- return null;
- }
-
- ///
- /// Helper function that returns the selected root object.
- ///
-
- static public GameObject SelectedRoot () { return SelectedRoot(false); }
-
- ///
- /// Helper function that returns the selected root object.
- ///
-
- static public GameObject SelectedRoot (bool createIfMissing)
- {
- GameObject go = Selection.activeGameObject;
-
- // Only use active objects
- if (go != null && !NGUITools.GetActive(go)) go = null;
-
- // Try to find a panel
- UIPanel p = (go != null) ? NGUITools.FindInParents(go) : null;
-
- // No selection? Try to find the root automatically
- if (p == null)
- {
- UIPanel[] panels = NGUITools.FindActive();
- if (panels.Length > 0) go = panels[0].gameObject;
- }
-
- // Now find the first uniformly scaled object
- if (go != null)
- {
- Transform t = go.transform;
-
- // Find the first uniformly scaled object
- while (!Mathf.Approximately(t.localScale.x, t.localScale.y) ||
- !Mathf.Approximately(t.localScale.x, t.localScale.z))
- {
- t = t.parent;
- if (t == null) return (p != null) ? p.gameObject : null;
- else go = t.gameObject;
- }
- }
-
- if (createIfMissing && go == null)
- {
- // No object specified -- find the first panel
- if (go == null)
- {
- UIPanel panel = GameObject.FindObjectOfType(typeof(UIPanel)) as UIPanel;
- if (panel != null) go = panel.gameObject;
- }
-
- // No UI present -- create a new one
- if (go == null) go = UICreateNewUIWizard.CreateNewUI();
- }
- return go;
- }
-
- ///
- /// Helper function that checks to see if this action would break the prefab connection.
- ///
-
- static public bool WillLosePrefab (GameObject root)
- {
- if (root == null) return false;
-
- if (root.transform != null)
- {
- // Check if the selected object is a prefab instance and display a warning
- PrefabType type = PrefabUtility.GetPrefabType(root);
-
- if (type == PrefabType.PrefabInstance)
- {
- return EditorUtility.DisplayDialog("Losing prefab",
- "This action will lose the prefab connection. Are you sure you wish to continue?",
- "Continue", "Cancel");
- }
- }
- return true;
- }
-
- ///
- /// Change the import settings of the specified texture asset, making it readable.
- ///
-
- static bool MakeTextureReadable (string path, bool force)
- {
- if (string.IsNullOrEmpty(path)) return false;
- TextureImporter ti = AssetImporter.GetAtPath(path) as TextureImporter;
- if (ti == null) return false;
-
- TextureImporterSettings settings = new TextureImporterSettings();
- ti.ReadTextureSettings(settings);
-
- if (force ||
- settings.mipmapEnabled ||
- !settings.readable ||
- settings.maxTextureSize < 4096 ||
- settings.filterMode != FilterMode.Point ||
- settings.wrapMode != TextureWrapMode.Clamp ||
- settings.npotScale != TextureImporterNPOTScale.None)
- {
- settings.mipmapEnabled = false;
- settings.readable = true;
- settings.maxTextureSize = 4096;
- settings.textureFormat = TextureImporterFormat.ARGB32;
- settings.filterMode = FilterMode.Point;
- settings.wrapMode = TextureWrapMode.Clamp;
- settings.npotScale = TextureImporterNPOTScale.None;
-
- ti.SetTextureSettings(settings);
- AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport);
- }
- return true;
- }
-
- ///
- /// Change the import settings of the specified texture asset, making it suitable to be used as a texture atlas.
- ///
-
- static bool MakeTextureAnAtlas (string path, bool force)
- {
- if (string.IsNullOrEmpty(path)) return false;
- TextureImporter ti = AssetImporter.GetAtPath(path) as TextureImporter;
- if (ti == null) return false;
-
- TextureImporterSettings settings = new TextureImporterSettings();
- ti.ReadTextureSettings(settings);
-
- if (force ||
- settings.readable ||
- settings.maxTextureSize < 4096 ||
- settings.wrapMode != TextureWrapMode.Clamp ||
- settings.npotScale != TextureImporterNPOTScale.ToNearest)
- {
- //settings.mipmapEnabled = true;
- settings.readable = false;
- settings.maxTextureSize = 4096;
- settings.textureFormat = TextureImporterFormat.RGBA32;
- settings.filterMode = FilterMode.Trilinear;
- settings.aniso = 4;
- settings.wrapMode = TextureWrapMode.Clamp;
- settings.npotScale = TextureImporterNPOTScale.ToNearest;
-
- ti.SetTextureSettings(settings);
- AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate | ImportAssetOptions.ForceSynchronousImport);
- }
- return true;
- }
-
- ///
- /// Fix the import settings for the specified texture, re-importing it if necessary.
- ///
-
- static public Texture2D ImportTexture (string path, bool forInput, bool force)
- {
- if (!string.IsNullOrEmpty(path))
- {
- if (forInput) { if (!MakeTextureReadable(path, force)) return null; }
- else if (!MakeTextureAnAtlas(path, force)) return null;
- //return AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D;
-
- Texture2D tex = AssetDatabase.LoadAssetAtPath(path, typeof(Texture2D)) as Texture2D;
- AssetDatabase.Refresh(ImportAssetOptions.ForceSynchronousImport);
- return tex;
- }
- return null;
- }
-
- ///
- /// Fix the import settings for the specified texture, re-importing it if necessary.
- ///
-
- static public Texture2D ImportTexture (Texture tex, bool forInput, bool force)
- {
- if (tex != null)
- {
- string path = AssetDatabase.GetAssetPath(tex.GetInstanceID());
- return ImportTexture(path, forInput, force);
- }
- return null;
- }
-
- ///
- /// Figures out the saveable filename for the texture of the specified atlas.
- ///
-
- static public string GetSaveableTexturePath (UIAtlas atlas)
- {
- // Path where the texture atlas will be saved
- string path = "";
-
- // If the atlas already has a texture, overwrite its texture
- if (atlas.texture != null)
- {
- path = AssetDatabase.GetAssetPath(atlas.texture.GetInstanceID());
-
- if (!string.IsNullOrEmpty(path))
- {
- int dot = path.LastIndexOf('.');
- return path.Substring(0, dot) + ".png";
- }
- }
-
- // No texture to use -- figure out a name using the atlas
- path = AssetDatabase.GetAssetPath(atlas.GetInstanceID());
- path = string.IsNullOrEmpty(path) ? "Assets/" + atlas.name + ".png" : path.Replace(".prefab", ".png");
- return path;
- }
-
- ///
- /// Helper function that returns the folder where the current selection resides.
- ///
-
- static public string GetSelectionFolder ()
- {
- if (Selection.activeObject != null)
- {
- string path = AssetDatabase.GetAssetPath(Selection.activeObject.GetInstanceID());
-
- if (!string.IsNullOrEmpty(path))
- {
- int dot = path.LastIndexOf('.');
- int slash = Mathf.Max(path.LastIndexOf('/'), path.LastIndexOf('\\'));
- if (slash > 0) return (dot > slash) ? path.Substring(0, slash + 1) : path + "/";
- }
- }
- return "Assets/";
- }
-
- ///
- /// Struct type for the integer vector field below.
- ///
-
- public struct IntVector
- {
- public int x;
- public int y;
- }
-
- ///
- /// Integer vector field.
- ///
-
- static public IntVector IntPair (string prefix, string leftCaption, string rightCaption, int x, int y)
- {
- GUILayout.BeginHorizontal();
-
- if (string.IsNullOrEmpty(prefix))
- {
- GUILayout.Space(82f);
- }
- else
- {
- GUILayout.Label(prefix, GUILayout.Width(74f));
- }
-
- EditorGUIUtility.LookLikeControls(48f);
-
- IntVector retVal;
- retVal.x = EditorGUILayout.IntField(leftCaption, x, GUILayout.MinWidth(30f));
- retVal.y = EditorGUILayout.IntField(rightCaption, y, GUILayout.MinWidth(30f));
-
- EditorGUIUtility.LookLikeControls(80f);
-
- GUILayout.EndHorizontal();
- return retVal;
- }
-
- ///
- /// Integer rectangle field.
- ///
-
- static public Rect IntRect (string prefix, Rect rect)
- {
- int left = Mathf.RoundToInt(rect.xMin);
- int top = Mathf.RoundToInt(rect.yMin);
- int width = Mathf.RoundToInt(rect.width);
- int height = Mathf.RoundToInt(rect.height);
-
- NGUIEditorTools.IntVector a = NGUIEditorTools.IntPair(prefix, "Left", "Top", left, top);
- NGUIEditorTools.IntVector b = NGUIEditorTools.IntPair(null, "Width", "Height", width, height);
-
- return new Rect(a.x, a.y, b.x, b.y);
- }
-
- ///
- /// Integer vector field.
- ///
-
- static public Vector4 IntPadding (string prefix, Vector4 v)
- {
- int left = Mathf.RoundToInt(v.x);
- int top = Mathf.RoundToInt(v.y);
- int right = Mathf.RoundToInt(v.z);
- int bottom = Mathf.RoundToInt(v.w);
-
- NGUIEditorTools.IntVector a = NGUIEditorTools.IntPair(prefix, "Left", "Top", left, top);
- NGUIEditorTools.IntVector b = NGUIEditorTools.IntPair(null, "Right", "Bottom", right, bottom);
-
- return new Vector4(a.x, a.y, b.x, b.y);
- }
-
- ///
- /// Create an undo point for the specified objects.
- ///
-
- static public void RegisterUndo (string name, params Object[] objects)
- {
- if (objects != null && objects.Length > 0)
- {
- foreach (Object obj in objects)
- {
- if (obj == null) continue;
- Undo.RegisterUndo(obj, name);
- EditorUtility.SetDirty(obj);
- }
- }
- else
- {
- Undo.RegisterSceneUndo(name);
- }
- }
-
- ///
- /// Find all scene components, active or inactive.
- ///
-
- static public List FindInScene () where T : Component
- {
- T[] comps = Resources.FindObjectsOfTypeAll(typeof(T)) as T[];
-
- List list = new List();
-
- foreach (T comp in comps)
- {
- if (comp.gameObject.hideFlags == 0)
- {
- string path = AssetDatabase.GetAssetPath(comp.gameObject);
- if (string.IsNullOrEmpty(path)) list.Add(comp);
- }
- }
- return list;
- }
-
- ///
- /// Draw the specified sprite.
- ///
-
- public static void DrawSprite (Texture2D tex, Rect rect, Rect outer, Rect inner, Rect uv, Color color)
- {
- DrawSprite(tex, rect, outer, inner, uv, color, null);
- }
-
- ///
- /// Draw the specified sprite.
- ///
-
- public static void DrawSprite (Texture2D tex, Rect rect, Rect outer, Rect inner, Rect uv, Color color, Material mat)
- {
- // Create the texture rectangle that is centered inside rect.
- Rect outerRect = rect;
- outerRect.width = outer.width;
- outerRect.height = outer.height;
-
- if (outerRect.width > 0f)
- {
- float f = rect.width / outerRect.width;
- outerRect.width *= f;
- outerRect.height *= f;
- }
-
- if (rect.height > outerRect.height)
- {
- outerRect.y += (rect.height - outerRect.height) * 0.5f;
- }
- else if (outerRect.height > rect.height)
- {
- float f = rect.height / outerRect.height;
- outerRect.width *= f;
- outerRect.height *= f;
- }
-
- if (rect.width > outerRect.width) outerRect.x += (rect.width - outerRect.width) * 0.5f;
-
- // Draw the background
- NGUIEditorTools.DrawTiledTexture(outerRect, NGUIEditorTools.backdropTexture);
-
- // Draw the sprite
- GUI.color = color;
-
- if (mat == null)
- {
- GUI.DrawTextureWithTexCoords(outerRect, tex, uv, true);
- }
- else
- {
- // NOTE: There is an issue in Unity that prevents it from clipping the drawn preview
- // using BeginGroup/EndGroup, and there is no way to specify a UV rect... le'suq.
- UnityEditor.EditorGUI.DrawPreviewTexture(outerRect, tex, mat);
- }
-
- // Draw the border indicator lines
- GUI.BeginGroup(outerRect);
- {
- tex = NGUIEditorTools.contrastTexture;
- GUI.color = Color.white;
-
- if (inner.xMin != outer.xMin)
- {
- float x0 = (inner.xMin - outer.xMin) / outer.width * outerRect.width - 1;
- NGUIEditorTools.DrawTiledTexture(new Rect(x0, 0f, 1f, outerRect.height), tex);
- }
-
- if (inner.xMax != outer.xMax)
- {
- float x1 = (inner.xMax - outer.xMin) / outer.width * outerRect.width - 1;
- NGUIEditorTools.DrawTiledTexture(new Rect(x1, 0f, 1f, outerRect.height), tex);
- }
-
- if (inner.yMin != outer.yMin)
- {
- float y0 = (inner.yMin - outer.yMin) / outer.height * outerRect.height - 1;
- NGUIEditorTools.DrawTiledTexture(new Rect(0f, y0, outerRect.width, 1f), tex);
- }
-
- if (inner.yMax != outer.yMax)
- {
- float y1 = (inner.yMax - outer.yMin) / outer.height * outerRect.height - 1;
- NGUIEditorTools.DrawTiledTexture(new Rect(0f, y1, outerRect.width, 1f), tex);
- }
- }
- GUI.EndGroup();
-
- // Draw the lines around the sprite
- Handles.color = Color.black;
- Handles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMin), new Vector3(outerRect.xMin, outerRect.yMax));
- Handles.DrawLine(new Vector3(outerRect.xMax, outerRect.yMin), new Vector3(outerRect.xMax, outerRect.yMax));
- Handles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMin), new Vector3(outerRect.xMax, outerRect.yMin));
- Handles.DrawLine(new Vector3(outerRect.xMin, outerRect.yMax), new Vector3(outerRect.xMax, outerRect.yMax));
-
- // Sprite size label
- string text = string.Format("Sprite Size: {0}x{1}",
- Mathf.RoundToInt(Mathf.Abs(outer.width)),
- Mathf.RoundToInt(Mathf.Abs(outer.height)));
- EditorGUI.DropShadowLabel(GUILayoutUtility.GetRect(Screen.width, 18f), text);
- }
-
- ///
- /// Draw a sprite selection field.
- ///
-
- static public void SpriteField (string fieldName, UIAtlas atlas, string spriteName,
- SpriteSelector.Callback callback, params GUILayoutOption[] options)
- {
- GUILayout.BeginHorizontal();
- GUILayout.Label(fieldName, GUILayout.Width(76f));
-
- if (GUILayout.Button(spriteName, "MiniPullDown", options))
- {
- SpriteSelector.Show(atlas, spriteName, callback);
- }
- GUILayout.EndHorizontal();
- }
-
- ///
- /// Draw a sprite selection field.
- ///
-
- static public void SpriteField (string fieldName, UIAtlas atlas, string spriteName, SpriteSelector.Callback callback)
- {
- SpriteField(fieldName, null, atlas, spriteName, callback);
- }
-
- ///
- /// Draw a sprite selection field.
- ///
-
- static public void SpriteField (string fieldName, string caption, UIAtlas atlas, string spriteName, SpriteSelector.Callback callback)
- {
- GUILayout.BeginHorizontal();
- GUILayout.Label(fieldName, GUILayout.Width(76f));
-
- if (atlas.GetSprite(spriteName) == null)
- spriteName = "";
-
- if (GUILayout.Button(spriteName, "MiniPullDown", GUILayout.Width(120f)))
- {
- SpriteSelector.Show(atlas, spriteName, callback);
- }
-
- if (!string.IsNullOrEmpty(caption))
- {
- GUILayout.Space(20f);
- GUILayout.Label(caption);
- }
- GUILayout.EndHorizontal();
- }
-
- ///
- /// Draw a simple sprite selection button.
- ///
-
- static public bool SimpleSpriteField (UIAtlas atlas, string spriteName, SpriteSelector.Callback callback, params GUILayoutOption[] options)
- {
- if (atlas.GetSprite(spriteName) == null)
- spriteName = "";
-
- if (GUILayout.Button(spriteName, "DropDown", options))
- {
- SpriteSelector.Show(atlas, spriteName, callback);
- return true;
- }
- return false;
- }
-
- ///
- /// Convenience function that displays a list of sprites and returns the selected value.
- ///
-
- static public void AdvancedSpriteField (UIAtlas atlas, string spriteName, SpriteSelector.Callback callback, bool editable,
- params GUILayoutOption[] options)
- {
- // Give the user a warning if there are no sprites in the atlas
- if (atlas.spriteList.Count == 0)
- {
- EditorGUILayout.HelpBox("No sprites found", MessageType.Warning);
- return;
- }
-
- // Sprite selection drop-down list
- GUILayout.BeginHorizontal();
- {
- if (GUILayout.Button("Sprite", "DropDownButton", GUILayout.Width(76f)))
- {
- SpriteSelector.Show(atlas, spriteName, callback);
- }
-
- if (editable)
- {
- string sn = GUILayout.TextField(spriteName);
-
- if (sn != spriteName)
- {
- UIAtlas.Sprite sp = atlas.GetSprite(spriteName);
-
- if (sp != null)
- {
- NGUIEditorTools.RegisterUndo("Edit Sprite Name", atlas);
- sp.name = sn;
- spriteName = sn;
- }
- }
- }
- else
- {
- GUILayout.BeginHorizontal();
- GUILayout.Label(spriteName, "HelpBox", GUILayout.Height(18f));
- GUILayout.Space(18f);
- GUILayout.EndHorizontal();
-
- if (GUILayout.Button("Edit", GUILayout.Width(40f)))
- {
- NGUISettings.selectedSprite = spriteName;
- Select(atlas.gameObject);
- }
- }
- }
- GUILayout.EndHorizontal();
- }
-
- ///
- /// Select the specified game object and remember what was selected before.
- ///
-
- static public void Select (GameObject go)
- {
- mPrevious = Selection.activeGameObject;
- Selection.activeGameObject = go;
- }
-
- ///
- /// Select the previous game object.
- ///
-
- static public void SelectPrevious ()
- {
- if (mPrevious != null)
- {
- Selection.activeGameObject = mPrevious;
- mPrevious = null;
- }
- }
-
- ///
- /// Previously selected game object.
- ///
-
- static public GameObject previousSelection { get { return mPrevious; } }
-
- ///
- /// Helper function that checks to see if the scale is uniform.
- ///
-
- static public bool IsUniform (Vector3 scale)
- {
- return Mathf.Approximately(scale.x, scale.y) && Mathf.Approximately(scale.x, scale.z);
- }
-
- ///
- /// Check to see if the specified game object has a uniform scale.
- ///
-
- static public bool IsUniform (GameObject go)
- {
- if (go == null) return true;
-
- if (go.GetComponent() != null)
- {
- Transform parent = go.transform.parent;
- return parent == null || IsUniform(parent.gameObject);
- }
- return IsUniform(go.transform.lossyScale);
- }
-
- ///
- /// Fix uniform scaling of the specified object.
- ///
-
- static public void FixUniform (GameObject go)
- {
- Transform t = go.transform;
-
- while (t != null && t.gameObject.GetComponent() == null)
- {
- if (!NGUIEditorTools.IsUniform(t.localScale))
- {
- Undo.RegisterUndo(t, "Uniform scaling fix");
- t.localScale = Vector3.one;
- EditorUtility.SetDirty(t);
- }
- t = t.parent;
- }
- }
-
- ///
- /// Draw a distinctly different looking header label
- ///
-
- static public bool DrawHeader (string text, bool forceOn = false) { return DrawHeader(text, text, forceOn); }
-
- ///
- /// Draw a distinctly different looking header label
- ///
-
- static public bool DrawHeader (string text, string key, bool forceOn = false)
- {
- bool state = EditorPrefs.GetBool(key, true);
-
- GUILayout.Space(3f);
- if (!forceOn && !state) GUI.backgroundColor = new Color(0.8f, 0.8f, 0.8f);
- GUILayout.BeginHorizontal();
- GUILayout.Space(3f);
-
- GUI.changed = false;
-#if UNITY_3_5
- if (!GUILayout.Toggle(true, text, "dragtab")) state = !state;
-#else
- if (!GUILayout.Toggle(true, "" + text + "", "dragtab")) state = !state;
-#endif
- if (GUI.changed) EditorPrefs.SetBool(key, state);
-
- GUILayout.Space(2f);
- GUILayout.EndHorizontal();
- GUI.backgroundColor = Color.white;
- if (!forceOn && !state) GUILayout.Space(3f);
- return state;
- }
-
- ///
- /// Begin drawing the content area.
- ///
-
- static public void BeginContents ()
- {
- GUILayout.BeginHorizontal();
- GUILayout.Space(4f);
- EditorGUILayout.BeginHorizontal("AS TextArea", GUILayout.MinHeight(10f));
- GUILayout.BeginVertical();
- GUILayout.Space(2f);
- }
-
- ///
- /// End drawing the content area.
- ///
-
- static public void EndContents ()
- {
- GUILayout.Space(3f);
- GUILayout.EndVertical();
- EditorGUILayout.EndHorizontal();
- GUILayout.Space(3f);
- GUILayout.EndHorizontal();
- GUILayout.Space(3f);
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs.meta
deleted file mode 100644
index 2f7dfbb..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIEditorTools.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 4e758c1de6cfd8b498cd2526d5b629df
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs
deleted file mode 100644
index 0accfac..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs
+++ /dev/null
@@ -1,856 +0,0 @@
-using System;
-using System.Collections;
-using System.Text;
-using System.Collections.Generic;
-using UnityEngine;
-
-// Source: UIToolkit -- https://github.com/prime31/UIToolkit/blob/master/Assets/Plugins/MiniJSON.cs
-
-// Based on the JSON parser from
-// http://techblog.procurios.nl/k/618/news/view/14605/14863/How-do-I-write-my-own-parser-for-JSON.html
-
-///
-/// This class encodes and decodes JSON strings.
-/// Spec. details, see http://www.json.org/
-///
-/// JSON uses Arrays and Objects. These correspond here to the datatypes ArrayList and Hashtable.
-/// All numbers are parsed to doubles.
-///
-
-public class NGUIJson
-{
- private const int TOKEN_NONE = 0;
- private const int TOKEN_CURLY_OPEN = 1;
- private const int TOKEN_CURLY_CLOSE = 2;
- private const int TOKEN_SQUARED_OPEN = 3;
- private const int TOKEN_SQUARED_CLOSE = 4;
- private const int TOKEN_COLON = 5;
- private const int TOKEN_COMMA = 6;
- private const int TOKEN_STRING = 7;
- private const int TOKEN_NUMBER = 8;
- private const int TOKEN_TRUE = 9;
- private const int TOKEN_FALSE = 10;
- private const int TOKEN_NULL = 11;
- private const int BUILDER_CAPACITY = 2000;
-
- ///
- /// On decoding, this value holds the position at which the parse failed (-1 = no error).
- ///
- protected static int lastErrorIndex = -1;
- protected static string lastDecode = "";
-
- ///
- /// Parse the specified JSon file, loading sprite information for the specified atlas.
- ///
-
- public static void LoadSpriteData (UIAtlas atlas, TextAsset asset)
- {
- if (asset == null || atlas == null) return;
-
- string jsonString = asset.text;
- Hashtable decodedHash = jsonDecode(jsonString) as Hashtable;
-
- if (decodedHash == null)
- {
- Debug.LogWarning("Unable to parse Json file: " + asset.name);
- return;
- }
-
- atlas.coordinates = UIAtlas.Coordinates.Pixels;
- List oldSprites = atlas.spriteList;
- atlas.spriteList = new List();
-
- Hashtable frames = (Hashtable)decodedHash["frames"];
-
- foreach (System.Collections.DictionaryEntry item in frames)
- {
- UIAtlas.Sprite newSprite = new UIAtlas.Sprite();
- newSprite.name = item.Key.ToString();
-
- bool exists = false;
-
- // Check to see if this sprite exists
- foreach (UIAtlas.Sprite oldSprite in oldSprites)
- {
- if (oldSprite.name.Equals(newSprite.name, StringComparison.OrdinalIgnoreCase))
- {
- exists = true;
- break;
- }
- }
-
- // Get rid of the extension if the sprite doesn't exist
- // The extension is kept for backwards compatibility so it's still possible to update older atlases.
- if (!exists)
- {
- newSprite.name = newSprite.name.Replace(".png", "");
- newSprite.name = newSprite.name.Replace(".tga", "");
- }
-
- // Extract the info we need from the TexturePacker json file, mainly uvRect and size
- Hashtable table = (Hashtable)item.Value;
- Hashtable frame = (Hashtable)table["frame"];
-
- int frameX = int.Parse(frame["x"].ToString());
- int frameY = int.Parse(frame["y"].ToString());
- int frameW = int.Parse(frame["w"].ToString());
- int frameH = int.Parse(frame["h"].ToString());
-
- // Read the rotation value
- newSprite.rotated = (bool)table["rotated"];
-
- // Fill in the proper values
- if (newSprite.rotated)
- {
- newSprite.outer = new Rect(frameX, frameY, frameH, frameW);
- newSprite.inner = new Rect(frameX, frameY, frameH, frameW);
- }
- else
- {
- newSprite.outer = new Rect(frameX, frameY, frameW, frameH);
- newSprite.inner = new Rect(frameX, frameY, frameW, frameH);
- }
-
- // Support for trimmed sprites
- Hashtable sourceSize = (Hashtable)table["sourceSize"];
- Hashtable spriteSize = (Hashtable)table["spriteSourceSize"];
-
- if (spriteSize != null && sourceSize != null)
- {
- // TODO: Account for rotated sprites
- if (frameW > 0)
- {
- float spriteX = int.Parse(spriteSize["x"].ToString());
- float spriteW = int.Parse(spriteSize["w"].ToString());
- float sourceW = int.Parse(sourceSize["w"].ToString());
-
- newSprite.paddingLeft = spriteX / frameW;
- newSprite.paddingRight = (sourceW - (spriteX + spriteW)) / frameW;
- }
-
- if (frameH > 0)
- {
- float spriteY = int.Parse(spriteSize["y"].ToString());
- float spriteH = int.Parse(spriteSize["h"].ToString());
- float sourceH = int.Parse(sourceSize["h"].ToString());
-
- newSprite.paddingTop = spriteY / frameH;
- newSprite.paddingBottom = (sourceH - (spriteY + spriteH)) / frameH;
- }
- }
-
- // If the sprite was present before, see if we can copy its inner rect
- foreach (UIAtlas.Sprite oldSprite in oldSprites)
- {
- if (oldSprite.name.Equals(newSprite.name, StringComparison.OrdinalIgnoreCase))
- {
- CopyInnerRect(oldSprite, newSprite);
- }
- }
-
- // Add this new sprite
- atlas.spriteList.Add(newSprite);
- }
-
- // Sort imported sprites alphabetically
- atlas.spriteList.Sort(CompareSprites);
- Debug.Log("Imported " + atlas.spriteList.Count + " sprites");
-
- // Unload the asset
- asset = null;
- Resources.UnloadUnusedAssets();
- }
-
- ///
- /// Sprite comparison function for sorting.
- ///
-
- static int CompareSprites (UIAtlas.Sprite a, UIAtlas.Sprite b) { return a.name.CompareTo(b.name); }
-
- ///
- /// Copy the inner rectangle from one sprite to another.
- ///
-
- static void CopyInnerRect (UIAtlas.Sprite oldSprite, UIAtlas.Sprite newSprite)
- {
- float offsetX = oldSprite.inner.xMin - oldSprite.outer.xMin;
- float offsetY = oldSprite.inner.yMin - oldSprite.outer.yMin;
- float sizeX = oldSprite.inner.width;
- float sizeY = oldSprite.inner.height;
-
- if (Mathf.Approximately(newSprite.outer.width, oldSprite.outer.width))
- {
- // The sprite has not been rotated or it's a square
- newSprite.inner = new Rect(newSprite.outer.xMin + offsetX, newSprite.outer.yMin + offsetY, sizeX, sizeY);
- }
- else if (Mathf.Approximately(newSprite.outer.width, oldSprite.outer.height))
- {
- // The sprite was rotated since the last time it was imported
- newSprite.inner = new Rect(newSprite.outer.xMin + offsetY, newSprite.outer.yMin + offsetX, sizeY, sizeX);
- }
- }
-
- ///
- /// Parses the string json into a value
- ///
- /// A JSON string.
- /// An ArrayList, a Hashtable, a double, a string, null, true, or false
- public static object jsonDecode( string json )
- {
- // save the string for debug information
- NGUIJson.lastDecode = json;
-
- if( json != null )
- {
- char[] charArray = json.ToCharArray();
- int index = 0;
- bool success = true;
- object value = NGUIJson.parseValue( charArray, ref index, ref success );
-
- if( success )
- NGUIJson.lastErrorIndex = -1;
- else
- NGUIJson.lastErrorIndex = index;
-
- return value;
- }
- else
- {
- return null;
- }
- }
-
-
- ///
- /// Converts a Hashtable / ArrayList / Dictionary(string,string) object into a JSON string
- ///
- /// A Hashtable / ArrayList
- /// A JSON encoded string, or null if object 'json' is not serializable
- public static string jsonEncode( object json )
- {
- var builder = new StringBuilder( BUILDER_CAPACITY );
- var success = NGUIJson.serializeValue( json, builder );
-
- return ( success ? builder.ToString() : null );
- }
-
-
- ///
- /// On decoding, this function returns the position at which the parse failed (-1 = no error).
- ///
- ///
- public static bool lastDecodeSuccessful()
- {
- return ( NGUIJson.lastErrorIndex == -1 );
- }
-
-
- ///
- /// On decoding, this function returns the position at which the parse failed (-1 = no error).
- ///
- ///
- public static int getLastErrorIndex()
- {
- return NGUIJson.lastErrorIndex;
- }
-
-
- ///
- /// If a decoding error occurred, this function returns a piece of the JSON string
- /// at which the error took place. To ease debugging.
- ///
- ///
- public static string getLastErrorSnippet()
- {
- if( NGUIJson.lastErrorIndex == -1 )
- {
- return "";
- }
- else
- {
- int startIndex = NGUIJson.lastErrorIndex - 5;
- int endIndex = NGUIJson.lastErrorIndex + 15;
- if( startIndex < 0 )
- startIndex = 0;
-
- if( endIndex >= NGUIJson.lastDecode.Length )
- endIndex = NGUIJson.lastDecode.Length - 1;
-
- return NGUIJson.lastDecode.Substring( startIndex, endIndex - startIndex + 1 );
- }
- }
-
-
- #region Parsing
-
- protected static Hashtable parseObject( char[] json, ref int index )
- {
- Hashtable table = new Hashtable();
- int token;
-
- // {
- nextToken( json, ref index );
-
- bool done = false;
- while( !done )
- {
- token = lookAhead( json, index );
- if( token == NGUIJson.TOKEN_NONE )
- {
- return null;
- }
- else if( token == NGUIJson.TOKEN_COMMA )
- {
- nextToken( json, ref index );
- }
- else if( token == NGUIJson.TOKEN_CURLY_CLOSE )
- {
- nextToken( json, ref index );
- return table;
- }
- else
- {
- // name
- string name = parseString( json, ref index );
- if( name == null )
- {
- return null;
- }
-
- // :
- token = nextToken( json, ref index );
- if( token != NGUIJson.TOKEN_COLON )
- return null;
-
- // value
- bool success = true;
- object value = parseValue( json, ref index, ref success );
- if( !success )
- return null;
-
- table[name] = value;
- }
- }
-
- return table;
- }
-
-
- protected static ArrayList parseArray( char[] json, ref int index )
- {
- ArrayList array = new ArrayList();
-
- // [
- nextToken( json, ref index );
-
- bool done = false;
- while( !done )
- {
- int token = lookAhead( json, index );
- if( token == NGUIJson.TOKEN_NONE )
- {
- return null;
- }
- else if( token == NGUIJson.TOKEN_COMMA )
- {
- nextToken( json, ref index );
- }
- else if( token == NGUIJson.TOKEN_SQUARED_CLOSE )
- {
- nextToken( json, ref index );
- break;
- }
- else
- {
- bool success = true;
- object value = parseValue( json, ref index, ref success );
- if( !success )
- return null;
-
- array.Add( value );
- }
- }
-
- return array;
- }
-
-
- protected static object parseValue( char[] json, ref int index, ref bool success )
- {
- switch( lookAhead( json, index ) )
- {
- case NGUIJson.TOKEN_STRING:
- return parseString( json, ref index );
- case NGUIJson.TOKEN_NUMBER:
- return parseNumber( json, ref index );
- case NGUIJson.TOKEN_CURLY_OPEN:
- return parseObject( json, ref index );
- case NGUIJson.TOKEN_SQUARED_OPEN:
- return parseArray( json, ref index );
- case NGUIJson.TOKEN_TRUE:
- nextToken( json, ref index );
- return Boolean.Parse( "TRUE" );
- case NGUIJson.TOKEN_FALSE:
- nextToken( json, ref index );
- return Boolean.Parse( "FALSE" );
- case NGUIJson.TOKEN_NULL:
- nextToken( json, ref index );
- return null;
- case NGUIJson.TOKEN_NONE:
- break;
- }
-
- success = false;
- return null;
- }
-
-
- protected static string parseString( char[] json, ref int index )
- {
- string s = "";
- char c;
-
- eatWhitespace( json, ref index );
-
- // "
- c = json[index++];
-
- bool complete = false;
- while( !complete )
- {
- if( index == json.Length )
- break;
-
- c = json[index++];
- if( c == '"' )
- {
- complete = true;
- break;
- }
- else if( c == '\\' )
- {
- if( index == json.Length )
- break;
-
- c = json[index++];
- if( c == '"' )
- {
- s += '"';
- }
- else if( c == '\\' )
- {
- s += '\\';
- }
- else if( c == '/' )
- {
- s += '/';
- }
- else if( c == 'b' )
- {
- s += '\b';
- }
- else if( c == 'f' )
- {
- s += '\f';
- }
- else if( c == 'n' )
- {
- s += '\n';
- }
- else if( c == 'r' )
- {
- s += '\r';
- }
- else if( c == 't' )
- {
- s += '\t';
- }
- else if( c == 'u' )
- {
- int remainingLength = json.Length - index;
- if( remainingLength >= 4 )
- {
- char[] unicodeCharArray = new char[4];
- Array.Copy( json, index, unicodeCharArray, 0, 4 );
-
- // Drop in the HTML markup for the unicode character
- s += "" + new string( unicodeCharArray ) + ";";
-
- /*
-uint codePoint = UInt32.Parse(new string(unicodeCharArray), NumberStyles.HexNumber);
-// convert the integer codepoint to a unicode char and add to string
-s += Char.ConvertFromUtf32((int)codePoint);
-*/
-
- // skip 4 chars
- index += 4;
- }
- else
- {
- break;
- }
-
- }
- }
- else
- {
- s += c;
- }
-
- }
-
- if( !complete )
- return null;
-
- return s;
- }
-
-
- protected static double parseNumber( char[] json, ref int index )
- {
- eatWhitespace( json, ref index );
-
- int lastIndex = getLastIndexOfNumber( json, index );
- int charLength = ( lastIndex - index ) + 1;
- char[] numberCharArray = new char[charLength];
-
- Array.Copy( json, index, numberCharArray, 0, charLength );
- index = lastIndex + 1;
- return Double.Parse( new string( numberCharArray ) ); // , CultureInfo.InvariantCulture);
- }
-
-
- protected static int getLastIndexOfNumber( char[] json, int index )
- {
- int lastIndex;
- for( lastIndex = index; lastIndex < json.Length; lastIndex++ )
- if( "0123456789+-.eE".IndexOf( json[lastIndex] ) == -1 )
- {
- break;
- }
- return lastIndex - 1;
- }
-
-
- protected static void eatWhitespace( char[] json, ref int index )
- {
- for( ; index < json.Length; index++ )
- if( " \t\n\r".IndexOf( json[index] ) == -1 )
- {
- break;
- }
- }
-
-
- protected static int lookAhead( char[] json, int index )
- {
- int saveIndex = index;
- return nextToken( json, ref saveIndex );
- }
-
-
- protected static int nextToken( char[] json, ref int index )
- {
- eatWhitespace( json, ref index );
-
- if( index == json.Length )
- {
- return NGUIJson.TOKEN_NONE;
- }
-
- char c = json[index];
- index++;
- switch( c )
- {
- case '{':
- return NGUIJson.TOKEN_CURLY_OPEN;
- case '}':
- return NGUIJson.TOKEN_CURLY_CLOSE;
- case '[':
- return NGUIJson.TOKEN_SQUARED_OPEN;
- case ']':
- return NGUIJson.TOKEN_SQUARED_CLOSE;
- case ',':
- return NGUIJson.TOKEN_COMMA;
- case '"':
- return NGUIJson.TOKEN_STRING;
- case '0':
- case '1':
- case '2':
- case '3':
- case '4':
- case '5':
- case '6':
- case '7':
- case '8':
- case '9':
- case '-':
- return NGUIJson.TOKEN_NUMBER;
- case ':':
- return NGUIJson.TOKEN_COLON;
- }
- index--;
-
- int remainingLength = json.Length - index;
-
- // false
- if( remainingLength >= 5 )
- {
- if( json[index] == 'f' &&
- json[index + 1] == 'a' &&
- json[index + 2] == 'l' &&
- json[index + 3] == 's' &&
- json[index + 4] == 'e' )
- {
- index += 5;
- return NGUIJson.TOKEN_FALSE;
- }
- }
-
- // true
- if( remainingLength >= 4 )
- {
- if( json[index] == 't' &&
- json[index + 1] == 'r' &&
- json[index + 2] == 'u' &&
- json[index + 3] == 'e' )
- {
- index += 4;
- return NGUIJson.TOKEN_TRUE;
- }
- }
-
- // null
- if( remainingLength >= 4 )
- {
- if( json[index] == 'n' &&
- json[index + 1] == 'u' &&
- json[index + 2] == 'l' &&
- json[index + 3] == 'l' )
- {
- index += 4;
- return NGUIJson.TOKEN_NULL;
- }
- }
-
- return NGUIJson.TOKEN_NONE;
- }
-
- #endregion
-
-
- #region Serialization
-
- protected static bool serializeObjectOrArray( object objectOrArray, StringBuilder builder )
- {
- if( objectOrArray is Hashtable )
- {
- return serializeObject( (Hashtable)objectOrArray, builder );
- }
- else if( objectOrArray is ArrayList )
- {
- return serializeArray( (ArrayList)objectOrArray, builder );
- }
- else
- {
- return false;
- }
- }
-
-
- protected static bool serializeObject( Hashtable anObject, StringBuilder builder )
- {
- builder.Append( "{" );
-
- IDictionaryEnumerator e = anObject.GetEnumerator();
- bool first = true;
- while( e.MoveNext() )
- {
- string key = e.Key.ToString();
- object value = e.Value;
-
- if( !first )
- {
- builder.Append( ", " );
- }
-
- serializeString( key, builder );
- builder.Append( ":" );
- if( !serializeValue( value, builder ) )
- {
- return false;
- }
-
- first = false;
- }
-
- builder.Append( "}" );
- return true;
- }
-
-
- protected static bool serializeDictionary( Dictionary dict, StringBuilder builder )
- {
- builder.Append( "{" );
-
- bool first = true;
- foreach( var kv in dict )
- {
- if( !first )
- builder.Append( ", " );
-
- serializeString( kv.Key, builder );
- builder.Append( ":" );
- serializeString( kv.Value, builder );
-
- first = false;
- }
-
- builder.Append( "}" );
- return true;
- }
-
-
- protected static bool serializeArray( ArrayList anArray, StringBuilder builder )
- {
- builder.Append( "[" );
-
- bool first = true;
- for( int i = 0; i < anArray.Count; i++ )
- {
- object value = anArray[i];
-
- if( !first )
- {
- builder.Append( ", " );
- }
-
- if( !serializeValue( value, builder ) )
- {
- return false;
- }
-
- first = false;
- }
-
- builder.Append( "]" );
- return true;
- }
-
-
- protected static bool serializeValue( object value, StringBuilder builder )
- {
- // Type t = value.GetType();
- // Debug.Log("type: " + t.ToString() + " isArray: " + t.IsArray);
-
- if( value == null )
- {
- builder.Append( "null" );
- }
- else if( value.GetType().IsArray )
- {
- serializeArray( new ArrayList( (ICollection)value ), builder );
- }
- else if( value is string )
- {
- serializeString( (string)value, builder );
- }
- else if( value is Char )
- {
- serializeString( Convert.ToString( (char)value ), builder );
- }
- else if( value is Hashtable )
- {
- serializeObject( (Hashtable)value, builder );
- }
- else if( value is Dictionary )
- {
- serializeDictionary( (Dictionary)value, builder );
- }
- else if( value is ArrayList )
- {
- serializeArray( (ArrayList)value, builder );
- }
- else if( ( value is Boolean ) && ( (Boolean)value == true ) )
- {
- builder.Append( "true" );
- }
- else if( ( value is Boolean ) && ( (Boolean)value == false ) )
- {
- builder.Append( "false" );
- }
- else if( value.GetType().IsPrimitive )
- {
- serializeNumber( Convert.ToDouble( value ), builder );
- }
- else
- {
- return false;
- }
-
- return true;
- }
-
-
- protected static void serializeString( string aString, StringBuilder builder )
- {
- builder.Append( "\"" );
-
- char[] charArray = aString.ToCharArray();
- for( int i = 0; i < charArray.Length; i++ )
- {
- char c = charArray[i];
- if( c == '"' )
- {
- builder.Append( "\\\"" );
- }
- else if( c == '\\' )
- {
- builder.Append( "\\\\" );
- }
- else if( c == '\b' )
- {
- builder.Append( "\\b" );
- }
- else if( c == '\f' )
- {
- builder.Append( "\\f" );
- }
- else if( c == '\n' )
- {
- builder.Append( "\\n" );
- }
- else if( c == '\r' )
- {
- builder.Append( "\\r" );
- }
- else if( c == '\t' )
- {
- builder.Append( "\\t" );
- }
- else
- {
- int codepoint = Convert.ToInt32( c );
- if( ( codepoint >= 32 ) && ( codepoint <= 126 ) )
- {
- builder.Append( c );
- }
- else
- {
- builder.Append( "\\u" + Convert.ToString( codepoint, 16 ).PadLeft( 4, '0' ) );
- }
- }
- }
-
- builder.Append( "\"" );
- }
-
-
- protected static void serializeNumber( double number, StringBuilder builder )
- {
- builder.Append( Convert.ToString( number ) ); // , CultureInfo.InvariantCulture));
- }
-
- #endregion
-
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs.meta
deleted file mode 100644
index 32339f2..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIJson.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: d03d26915d3a63542807ee5e560595e0
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs
deleted file mode 100644
index 65ec33e..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs
+++ /dev/null
@@ -1,232 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System;
-using System.Collections.Generic;
-
-///
-/// This script adds the NGUI menu options to the Unity Editor.
-///
-
-static public class NGUIMenu
-{
- ///
- /// Same as SelectedRoot(), but with a log message if nothing was found.
- ///
-
- static public GameObject SelectedRoot ()
- {
- GameObject go = NGUIEditorTools.SelectedRoot();
-
- if (go == null)
- {
- Debug.Log("No UI found. You can create a new one easily by using the UI creation wizard.\nOpening it for your convenience.");
- CreateUIWizard();
- }
- return go;
- }
-
- [MenuItem("NGUI/Create a Sprite #&s")]
- static public void AddSprite ()
- {
- GameObject go = NGUIEditorTools.SelectedRoot(true);
-
- if (go != null)
- {
- Undo.RegisterSceneUndo("Add a Sprite");
-
- UISprite sprite = NGUITools.AddWidget(go);
- sprite.name = "Sprite";
- sprite.atlas = NGUISettings.atlas;
-
- if (sprite.atlas != null)
- {
- string sn = EditorPrefs.GetString("NGUI Sprite", "");
- UIAtlas.Sprite sp = sprite.atlas.GetSprite(sn);
-
- if (sp != null)
- {
- sprite.spriteName = sn;
- if (sp.inner != sp.outer) sprite.type = UISprite.Type.Sliced;
- }
- }
- sprite.pivot = NGUISettings.pivot;
- sprite.cachedTransform.localScale = new Vector3(100f, 100f, 1f);
- sprite.MakePixelPerfect();
- Selection.activeGameObject = sprite.gameObject;
- }
- else
- {
- Debug.Log("You must select a game object first.");
- }
- }
-
- [MenuItem("NGUI/Create a Label #&l")]
- static public void AddLabel ()
- {
- GameObject go = NGUIEditorTools.SelectedRoot(true);
-
- if (go != null)
- {
- Undo.RegisterSceneUndo("Add a Label");
-
- UILabel lbl = NGUITools.AddWidget(go);
- lbl.name = "Label";
- lbl.font = NGUISettings.font;
- lbl.text = "New Label";
- lbl.pivot = NGUISettings.pivot;
- lbl.cachedTransform.localScale = new Vector3(100f, 100f, 1f);
- lbl.MakePixelPerfect();
- Selection.activeGameObject = lbl.gameObject;
- }
- else
- {
- Debug.Log("You must select a game object first.");
- }
- }
-
- [MenuItem("NGUI/Create a Texture #&t")]
- static public void AddTexture ()
- {
- GameObject go = NGUIEditorTools.SelectedRoot(true);
-
- if (go != null)
- {
- Undo.RegisterSceneUndo("Add a Texture");
-
- UITexture tex = NGUITools.AddWidget(go);
- tex.name = "Texture";
- tex.pivot = NGUISettings.pivot;
- tex.cachedTransform.localScale = new Vector3(100f, 100f, 1f);
- Selection.activeGameObject = tex.gameObject;
- }
- else
- {
- Debug.Log("You must select a game object first.");
- }
- }
-
- [MenuItem("NGUI/Create a Panel")]
- static public void AddPanel ()
- {
- GameObject go = SelectedRoot();
-
- if (NGUIEditorTools.WillLosePrefab(go))
- {
- NGUIEditorTools.RegisterUndo("Add a child UI Panel", go);
-
- GameObject child = new GameObject(NGUITools.GetName());
- child.layer = go.layer;
-
- Transform ct = child.transform;
- ct.parent = go.transform;
- ct.localPosition = Vector3.zero;
- ct.localRotation = Quaternion.identity;
- ct.localScale = Vector3.one;
-
- child.AddComponent().sortByDepth = true;
- Selection.activeGameObject = child;
- }
- }
-
- [MenuItem("NGUI/Attach a Collider #&c")]
- static public void AddCollider ()
- {
- GameObject go = Selection.activeGameObject;
-
- if (NGUIEditorTools.WillLosePrefab(go))
- {
- if (go != null)
- {
- NGUIEditorTools.RegisterUndo("Add Widget Collider", go);
- NGUITools.AddWidgetCollider(go);
- }
- else
- {
- Debug.Log("You must select a game object first, such as your button.");
- }
- }
- }
-
- [MenuItem("NGUI/Attach an Anchor #&h")]
- static public void AddAnchor ()
- {
- GameObject go = Selection.activeGameObject;
-
- if (go != null)
- {
- NGUIEditorTools.RegisterUndo("Add an Anchor", go);
- if (go.GetComponent() == null) go.AddComponent();
- }
- else
- {
- Debug.Log("You must select a game object first.");
- }
- }
-
- [MenuItem("NGUI/Make Pixel Perfect #&p")]
- static void PixelPerfectSelection ()
- {
- if (Selection.activeTransform == null)
- {
- Debug.Log("You must select an object in the scene hierarchy first");
- return;
- }
- foreach (Transform t in Selection.transforms) NGUITools.MakePixelPerfect(t);
- }
-
- [MenuItem("NGUI/Open the Widget Wizard")]
- static public void CreateWidgetWizard ()
- {
- EditorWindow.GetWindow(false, "Widget Tool", true);
- }
-
- [MenuItem("NGUI/Open the UI Wizard")]
- static public void CreateUIWizard ()
- {
- EditorWindow.GetWindow(false, "UI Tool", true);
- }
-
- [MenuItem("NGUI/Open the Panel Tool")]
- static public void OpenPanelWizard ()
- {
- EditorWindow.GetWindow(false, "Panel Tool", true);
- }
-
- [MenuItem("NGUI/Open the Camera Tool")]
- static public void OpenCameraWizard ()
- {
- EditorWindow.GetWindow(false, "Camera Tool", true);
- }
-
- [MenuItem("NGUI/Open the Font Maker #&f")]
- static public void OpenFontMaker ()
- {
- EditorWindow.GetWindow(false, "Font Maker", true);
- }
-
- [MenuItem("NGUI/Open the Atlas Maker #&m")]
- static public void OpenAtlasMaker ()
- {
- EditorWindow.GetWindow(false, "Atlas Maker", true);
- }
-
- [MenuItem("NGUI/Toggle Draggable Handles")]
- static public void ToggleNewGUI ()
- {
- UIWidget.showHandlesWithMoveTool = !UIWidget.showHandlesWithMoveTool;
-
- if (UIWidget.showHandlesWithMoveTool)
- {
- Debug.Log("Simple Mode: Draggable Handles will show up with the Move Tool selected (W).");
- }
- else
- {
- Debug.Log("Classic Mode: Draggable Handles will show up only with the View Tool selected (Q).");
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs.meta
deleted file mode 100644
index da69ad7..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUIMenu.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 9e55520451765634c9abb4830c2b53b3
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs
deleted file mode 100644
index 15d5315..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs
+++ /dev/null
@@ -1,249 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-public class NGUISelectionTools
-{
- [MenuItem("GameObject/Selection/Force Delete")]
- static void ForceDelete()
- {
- GameObject go = Selection.activeGameObject;
-
- if (go != null)
- {
- go.hideFlags = HideFlags.DontSave;
-
- if (Application.isPlaying)
- {
- GameObject.Destroy(go);
- }
- else
- {
- GameObject.DestroyImmediate(go);
- }
- }
- }
-
- [MenuItem("GameObject/Selection/Toggle 'Active' #&a")]
- static void ActivateDeactivate()
- {
- if (HasValidTransform())
- {
- GameObject[] gos = Selection.gameObjects;
- bool val = !NGUITools.GetActive(Selection.activeGameObject);
- foreach (GameObject go in gos) NGUITools.SetActive(go, val);
- }
- }
-
- [MenuItem("GameObject/Selection/Clear Local Transform")]
- static void ClearLocalTransform()
- {
- if (HasValidTransform())
- {
- Transform t = Selection.activeTransform;
- NGUIEditorTools.RegisterUndo("Clear Local Transform", t);
- t.localPosition = Vector3.zero;
- t.localRotation = Quaternion.identity;
- t.localScale = Vector3.one;
- }
- }
-
- [MenuItem("GameObject/Selection/Add New Child #&n")]
- static void CreateLocalGameObject ()
- {
- if (PrefabCheck())
- {
- // Make this action undoable
- NGUIEditorTools.RegisterUndo("Add New Child");
-
- // Create our new GameObject
- GameObject newGameObject = new GameObject();
- newGameObject.name = "GameObject";
-
- // If there is a selected object in the scene then make the new object its child.
- if (Selection.activeTransform != null)
- {
- newGameObject.transform.parent = Selection.activeTransform;
- newGameObject.name = "Child";
-
- // Place the new GameObject at the same position as the parent.
- newGameObject.transform.localPosition = Vector3.zero;
- newGameObject.transform.localRotation = Quaternion.identity;
- newGameObject.transform.localScale = new Vector3(1f, 1f, 1f);
- newGameObject.layer = Selection.activeGameObject.layer;
- }
-
- // Select our newly created GameObject
- Selection.activeGameObject = newGameObject;
- }
- }
-
- [MenuItem("GameObject/Selection/List Dependencies")]
- static void ListDependencies()
- {
- if (HasValidSelection())
- {
- Debug.Log("Selection depends on the following assets:\n\n" + GetDependencyText(Selection.objects, false));
- }
- }
-
- //========================================================================================================
-
-#region Helper Functions
-
- class AssetEntry
- {
- public string path;
- public List types = new List();
- }
-
- ///
- /// Helper function that checks to see if there are objects selected.
- ///
-
- static bool HasValidSelection()
- {
- if (Selection.objects == null || Selection.objects.Length == 0)
- {
- Debug.LogWarning("You must select an object first");
- return false;
- }
- return true;
- }
-
- ///
- /// Helper function that checks to see if there is an object with a Transform component selected.
- ///
-
- static bool HasValidTransform()
- {
- if (Selection.activeTransform == null)
- {
- Debug.LogWarning("You must select an object first");
- return false;
- }
- return true;
- }
-
- ///
- /// Helper function that checks to see if a prefab is currently selected.
- ///
-
- static bool PrefabCheck()
- {
- if (Selection.activeTransform != null)
- {
- // Check if the selected object is a prefab instance and display a warning
- PrefabType type = PrefabUtility.GetPrefabType(Selection.activeGameObject);
-
- if (type == PrefabType.PrefabInstance)
- {
- return EditorUtility.DisplayDialog("Losing prefab",
- "This action will lose the prefab connection. Are you sure you wish to continue?",
- "Continue", "Cancel");
- }
- }
- return true;
- }
-
- ///
- /// Function that collects a list of file dependencies from the specified list of objects.
- ///
-
- static List GetDependencyList (Object[] objects, bool reverse)
- {
- Object[] deps = reverse ? EditorUtility.CollectDeepHierarchy(objects) : EditorUtility.CollectDependencies(objects);
-
- List list = new List();
-
- foreach (Object obj in deps)
- {
- string path = AssetDatabase.GetAssetPath(obj);
-
- if (!string.IsNullOrEmpty(path))
- {
- bool found = false;
- System.Type type = obj.GetType();
-
- foreach (AssetEntry ent in list)
- {
- if (ent.path.Equals(path))
- {
- if (!ent.types.Contains(type)) ent.types.Add(type);
- found = true;
- break;
- }
- }
-
- if (!found)
- {
- AssetEntry ent = new AssetEntry();
- ent.path = path;
- ent.types.Add(type);
- list.Add(ent);
- }
- }
- }
-
- deps = null;
- objects = null;
- return list;
- }
-
- ///
- /// Helper function that removes the Unity class prefix from the specified string.
- ///
-
- static string RemovePrefix (string text)
- {
- text = text.Replace("UnityEngine.", "");
- text = text.Replace("UnityEditor.", "");
- return text;
- }
-
- ///
- /// Helper function that gets the dependencies of specified objects and returns them in text format.
- ///
-
- static string GetDependencyText (Object[] objects, bool reverse)
- {
- List dependencies = GetDependencyList(objects, reverse);
- List list = new List();
- string text = "";
-
- foreach (AssetEntry ae in dependencies)
- {
- text = ae.path.Replace("Assets/", "");
-
- if (ae.types.Count > 1)
- {
- text += " (" + RemovePrefix(ae.types[0].ToString());
-
- for (int i = 1; i < ae.types.Count; ++i)
- {
- text += ", " + RemovePrefix(ae.types[i].ToString());
- }
-
- text += ")";
- }
- list.Add(text);
- }
-
- list.Sort();
-
- text = "";
- foreach (string s in list) text += s + "\n";
- list.Clear();
- list = null;
-
- dependencies.Clear();
- dependencies = null;
- return text;
- }
-#endregion
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs.meta
deleted file mode 100644
index 987a1a1..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUISelectionTools.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 34baafa8cf35dfe4b968d22d0e7556e2
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs
deleted file mode 100644
index c8f3904..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs
+++ /dev/null
@@ -1,367 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-///
-/// Unity doesn't keep the values of static variables after scripts change get recompiled. One way around this
-/// is to store the references in EditorPrefs -- retrieve them at start, and save them whenever something changes.
-///
-
-public class NGUISettings
-{
- static bool mLoaded = false;
- static UIFont mFont;
- static UIAtlas mAtlas;
- static UIWidget.Pivot mPivot = UIWidget.Pivot.Center;
- static TextAsset mFontData;
- static Texture2D mFontTexture;
- static string mPartial = "";
- static string mFontName = "New Font";
- static string mAtlasName = "New Atlas";
- static string mSpriteName;
- static int mAtlasPadding = 1;
- static public bool mAtlasTrimming = true;
- static public bool mAtlasPMA = false;
- static bool mUnityPacking = true;
- static bool mForceSquare = true;
- static bool mAllow4096 = false;
- static Color mColor = Color.white;
- static int mLayer = 0;
- static Font mDynFont;
- static int mDynFontSize = 16;
- static FontStyle mDynFontStyle = FontStyle.Normal;
-
- static Object GetObject (string name)
- {
- int assetID = EditorPrefs.GetInt(name, -1);
- return (assetID != -1) ? EditorUtility.InstanceIDToObject(assetID) : null;
- }
-
- static void Load ()
- {
- mLoaded = true;
- mPartial = EditorPrefs.GetString("NGUI Partial");
- mFontName = EditorPrefs.GetString("NGUI Font Name");
- mAtlasName = EditorPrefs.GetString("NGUI Atlas Name");
- mSpriteName = EditorPrefs.GetString("NGUI Selected Sprite");
- mFontData = GetObject("NGUI Font Asset") as TextAsset;
- mFontTexture = GetObject("NGUI Font Texture") as Texture2D;
- mFont = GetObject("NGUI Font") as UIFont;
- mAtlas = GetObject("NGUI Atlas") as UIAtlas;
- mAtlasPadding = EditorPrefs.GetInt("NGUI Atlas Padding", 1);
- mAtlasTrimming = EditorPrefs.GetBool("NGUI Atlas Trimming", true);
- mAtlasPMA = EditorPrefs.GetBool("NGUI Atlas PMA", true);
- mUnityPacking = EditorPrefs.GetBool("NGUI Unity Packing", true);
- mForceSquare = EditorPrefs.GetBool("NGUI Force Square Atlas", true);
- mPivot = (UIWidget.Pivot)EditorPrefs.GetInt("NGUI Pivot", (int)mPivot);
- mLayer = EditorPrefs.GetInt("NGUI Layer", -1);
- mDynFont = GetObject("NGUI DynFont") as Font;
- mDynFontSize = EditorPrefs.GetInt("NGUI DynFontSize", 16);
- mDynFontStyle = (FontStyle)EditorPrefs.GetInt("NGUI DynFontStyle", (int)FontStyle.Normal);
-
- if (mLayer < 0 || string.IsNullOrEmpty(LayerMask.LayerToName(mLayer))) mLayer = -1;
-
- if (mLayer == -1) mLayer = LayerMask.NameToLayer("UI");
- if (mLayer == -1) mLayer = LayerMask.NameToLayer("GUI");
- if (mLayer == -1) mLayer = 5;
-
- EditorPrefs.SetInt("UI Layer", mLayer);
-
- LoadColor();
- }
-
- static void Save ()
- {
- EditorPrefs.SetString("NGUI Partial", mPartial);
- EditorPrefs.SetString("NGUI Font Name", mFontName);
- EditorPrefs.SetString("NGUI Atlas Name", mAtlasName);
- EditorPrefs.SetString("NGUI Selected Sprite", mSpriteName);
- EditorPrefs.SetInt("NGUI Font Asset", (mFontData != null) ? mFontData.GetInstanceID() : -1);
- EditorPrefs.SetInt("NGUI Font Texture", (mFontTexture != null) ? mFontTexture.GetInstanceID() : -1);
- EditorPrefs.SetInt("NGUI Font", (mFont != null) ? mFont.GetInstanceID() : -1);
- EditorPrefs.SetInt("NGUI Atlas", (mAtlas != null) ? mAtlas.GetInstanceID() : -1);
- EditorPrefs.SetInt("NGUI Atlas Padding", mAtlasPadding);
- EditorPrefs.SetBool("NGUI Atlas Trimming", mAtlasTrimming);
- EditorPrefs.SetBool("NGUI Atlas PMA", mAtlasPMA);
- EditorPrefs.SetBool("NGUI Unity Packing", mUnityPacking);
- EditorPrefs.SetBool("NGUI Force Square Atlas", mForceSquare);
- EditorPrefs.SetInt("NGUI Pivot", (int)mPivot);
- EditorPrefs.SetInt("NGUI Layer", mLayer);
- EditorPrefs.SetInt("NGUI DynFont", (mDynFont != null) ? mDynFont.GetInstanceID() : -1);
- EditorPrefs.SetInt("NGUI DynFontSize", mDynFontSize);
- EditorPrefs.SetInt("NGUI DynFontStyle", (int)mDynFontStyle);
-
- SaveColor();
- }
-
- static void LoadColor ()
- {
- string sc = EditorPrefs.GetString("NGUI Color");
-
- if (!string.IsNullOrEmpty(sc))
- {
- string[] colors = sc.Split(' ');
-
- if (colors.Length == 4)
- {
- float.TryParse(colors[0], out mColor.r);
- float.TryParse(colors[1], out mColor.g);
- float.TryParse(colors[2], out mColor.b);
- float.TryParse(colors[3], out mColor.a);
- }
- }
- }
-
- static void SaveColor ()
- {
- EditorPrefs.SetString("NGUI Color", mColor.r + " " + mColor.g + " " + mColor.b + " " + mColor.a);
- }
-
- ///
- /// Color is used to easily copy/paste the widget's color value.
- ///
-
- static public Color color
- {
- get
- {
- if (!mLoaded) Load();
- return mColor;
- }
- set
- {
- if (mColor != value)
- {
- mColor = value;
- SaveColor();
- }
- }
- }
-
- ///
- /// Default bitmap font used by NGUI.
- ///
-
- static public UIFont font
- {
- get
- {
- if (!mLoaded) Load();
- return mFont;
- }
- set
- {
- if (mFont != value)
- {
- mFont = value;
- mFontName = (mFont != null) ? mFont.name : "New Font";
- Save();
- }
- }
- }
-
- ///
- /// Default dynamic font used by NGUI.
- ///
-
- static public Font dynamicFont
- {
- get
- {
- if (!mLoaded) Load();
- return mDynFont;
- }
- set
- {
- if (mDynFont != value)
- {
- mDynFont = value;
- mFontName = (mDynFont != null) ? mDynFont.name : "New Font";
- Save();
- }
- }
- }
-
- ///
- /// Default atlas used by NGUI.
- ///
-
- static public UIAtlas atlas
- {
- get
- {
- if (!mLoaded) Load();
- return mAtlas;
- }
- set
- {
- if (mAtlas != value)
- {
- mAtlas = value;
- mAtlasName = (mAtlas != null) ? mAtlas.name : "New Atlas";
- Save();
- }
- }
- }
-
- ///
- /// Currently selected sprite.
- ///
-
- static public string selectedSprite
- {
- get
- {
- if (!mLoaded) Load();
- return mSpriteName;
- }
- set
- {
- if (mSpriteName != value)
- {
- mSpriteName = value;
- Save();
- }
- }
- }
-
- ///
- /// Default pivot point used by sprites.
- ///
-
- static public UIWidget.Pivot pivot
- {
- get
- {
- if (!mLoaded) Load();
- return mPivot;
- }
- set
- {
- if (mPivot != value)
- {
- mPivot = value;
- Save();
- }
- }
- }
-
- ///
- /// Default layer used by the UI.
- ///
-
- static public int layer
- {
- get
- {
- if (!mLoaded) Load();
- return mLayer;
- }
- set
- {
- if (mLayer != value)
- {
- mLayer = value;
- Save();
- }
- }
- }
-
- ///
- /// Name of the font, used by the Font Maker.
- ///
-
- static public string fontName { get { if (!mLoaded) Load(); return mFontName; } set { if (mFontName != value) { mFontName = value; Save(); } } }
-
- ///
- /// Data used to create the font, used by the Font Maker.
- ///
-
- static public TextAsset fontData { get { if (!mLoaded) Load(); return mFontData; } set { if (mFontData != value) { mFontData = value; Save(); } } }
-
- ///
- /// Texture used to create the font, used by the Font Maker.
- ///
-
- static public Texture2D fontTexture { get { if (!mLoaded) Load(); return mFontTexture; } set { if (mFontTexture != value) { mFontTexture = value; Save(); } } }
-
- ///
- /// Name of the atlas, used by the Atlas maker.
- ///
-
- static public string atlasName { get { if (!mLoaded) Load(); return mAtlasName; } set { if (mAtlasName != value) { mAtlasName = value; Save(); } } }
-
- ///
- /// Size of the dynamic font.
- ///
-
- static public int dynamicFontSize { get { if (!mLoaded) Load(); return mDynFontSize; } set { if (mDynFontSize != value) { mDynFontSize = value; Save(); } } }
-
- ///
- /// Dynamic font's style.
- ///
-
- static public FontStyle dynamicFontStyle { get { if (!mLoaded) Load(); return mDynFontStyle; } set { if (mDynFontStyle != value) { mDynFontStyle = value; Save(); } } }
-
- ///
- /// Name of the partial sprite name, used to filter sprites.
- ///
-
- static public string partialSprite
- {
- get
- {
- if (!mLoaded) Load();
- return mPartial;
- }
- set
- {
- if (mPartial != value)
- {
- mPartial = value;
- EditorPrefs.SetString("NGUI Partial", mPartial);
- }
- }
- }
-
- ///
- /// Added padding in-between of sprites when creating an atlas.
- ///
-
- static public int atlasPadding { get { if (!mLoaded) Load(); return mAtlasPadding; } set { if (mAtlasPadding != value) { mAtlasPadding = value; Save(); } } }
-
- ///
- /// Whether the transparent pixels will be trimmed away when creating an atlas.
- ///
-
- static public bool atlasTrimming { get { if (!mLoaded) Load(); return mAtlasTrimming; } set { if (mAtlasTrimming != value) { mAtlasTrimming = value; Save(); } } }
-
- ///
- /// Whether the transparent pixels will affect the color.
- ///
-
- static public bool atlasPMA { get { if (!mLoaded) Load(); return mAtlasPMA; } set { if (mAtlasPMA != value) { mAtlasPMA = value; Save(); } } }
-
- ///
- /// Whether Unity's method or MaxRectBinPack will be used when creating an atlas
- ///
-
- static public bool unityPacking { get { if (!mLoaded) Load(); return mUnityPacking; } set { if (mUnityPacking != value) { mUnityPacking = value; Save(); } } }
-
- ///
- /// Whether the Atlas Maker will force a square atlas texture when creating an atlas
- ///
-
- static public bool forceSquareAtlas { get { if (!mLoaded) Load(); return mForceSquare; } set { if (mForceSquare != value) { mForceSquare = value; Save(); } } }
-
- ///
- /// Whether the atlas maker will allow 4096 width/height textures on mobiles.
- ///
-
- static public bool allow4096 { get { if (!mLoaded) Load(); return mAllow4096; } set { if (mAllow4096 != value) { mAllow4096 = value; Save(); } } }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs.meta
deleted file mode 100644
index 67492a1..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUISettings.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 06fab1249a3cb60469c68b2ee2a0701f
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs
deleted file mode 100644
index f857f9d..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs
+++ /dev/null
@@ -1,368 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-#if UNITY_3_5
-
-using UnityEngine;
-using UnityEditor;
-
-[CustomEditor(typeof(Transform))]
-public class NGUITransformInspector : Editor
-{
- ///
- /// Draw the inspector widget.
- ///
-
- public override void OnInspectorGUI ()
- {
- Transform trans = target as Transform;
- EditorGUIUtility.LookLikeControls(15f);
-
- Vector3 pos;
- Vector3 rot;
- Vector3 scale;
-
- // Position
- EditorGUILayout.BeginHorizontal();
- {
- if (DrawButton("P", "Reset Position", IsResetPositionValid(trans), 20f))
- {
- NGUIEditorTools.RegisterUndo("Reset Position", trans);
- trans.localPosition = Vector3.zero;
- }
- pos = DrawVector3(trans.localPosition);
- }
- EditorGUILayout.EndHorizontal();
-
- // Rotation
- EditorGUILayout.BeginHorizontal();
- {
- if (DrawButton("R", "Reset Rotation", IsResetRotationValid(trans), 20f))
- {
- NGUIEditorTools.RegisterUndo("Reset Rotation", trans);
- trans.localEulerAngles = Vector3.zero;
- }
- rot = DrawVector3(trans.localEulerAngles);
- }
- EditorGUILayout.EndHorizontal();
-
- // Scale
- EditorGUILayout.BeginHorizontal();
- {
- if (DrawButton("S", "Reset Scale", IsResetScaleValid(trans), 20f))
- {
- NGUIEditorTools.RegisterUndo("Reset Scale", trans);
- trans.localScale = Vector3.one;
- }
- scale = DrawVector3(trans.localScale);
- }
- EditorGUILayout.EndHorizontal();
-
- // If something changes, set the transform values
- if (GUI.changed)
- {
- NGUIEditorTools.RegisterUndo("Transform Change", trans);
- trans.localPosition = Validate(pos);
- trans.localEulerAngles = Validate(rot);
- trans.localScale = Validate(scale);
- }
- }
-
- ///
- /// Helper function that draws a button in an enabled or disabled state.
- ///
-
- static bool DrawButton (string title, string tooltip, bool enabled, float width)
- {
- if (enabled)
- {
- // Draw a regular button
- return GUILayout.Button(new GUIContent(title, tooltip), GUILayout.Width(width));
- }
- else
- {
- // Button should be disabled -- draw it darkened and ignore its return value
- Color color = GUI.color;
- GUI.color = new Color(1f, 1f, 1f, 0.25f);
- GUILayout.Button(new GUIContent(title, tooltip), GUILayout.Width(width));
- GUI.color = color;
- return false;
- }
- }
-
- ///
- /// Helper function that draws a field of 3 floats.
- ///
-
- static Vector3 DrawVector3 (Vector3 value)
- {
- GUILayoutOption opt = GUILayout.MinWidth(30f);
- value.x = EditorGUILayout.FloatField("X", value.x, opt);
- value.y = EditorGUILayout.FloatField("Y", value.y, opt);
- value.z = EditorGUILayout.FloatField("Z", value.z, opt);
- return value;
- }
-
- ///
- /// Helper function that determines whether its worth it to show the reset position button.
- ///
-
- static bool IsResetPositionValid (Transform targetTransform)
- {
- Vector3 v = targetTransform.localPosition;
- return (v.x != 0f || v.y != 0f || v.z != 0f);
- }
-
- ///
- /// Helper function that determines whether its worth it to show the reset rotation button.
- ///
-
- static bool IsResetRotationValid (Transform targetTransform)
- {
- Vector3 v = targetTransform.localEulerAngles;
- return (v.x != 0f || v.y != 0f || v.z != 0f);
- }
-
- ///
- /// Helper function that determines whether its worth it to show the reset scale button.
- ///
-
- static bool IsResetScaleValid (Transform targetTransform)
- {
- Vector3 v = targetTransform.localScale;
- return (v.x != 1f || v.y != 1f || v.z != 1f);
- }
-
- ///
- /// Helper function that removes not-a-number values from the vector.
- ///
-
- static Vector3 Validate (Vector3 vector)
- {
- vector.x = float.IsNaN(vector.x) ? 0f : vector.x;
- vector.y = float.IsNaN(vector.y) ? 0f : vector.y;
- vector.z = float.IsNaN(vector.z) ? 0f : vector.z;
- return vector;
- }
-}
-#else
-using UnityEngine;
-using UnityEditor;
-
-[CanEditMultipleObjects]
-[CustomEditor(typeof(Transform))]
-public class NGUITransformInspector : Editor
-{
- static public NGUITransformInspector instance;
-
- SerializedProperty mPos;
- SerializedProperty mRot;
- SerializedProperty mScale;
-
- void OnEnable ()
- {
- instance = this;
-
- mPos = serializedObject.FindProperty("m_LocalPosition");
- mRot = serializedObject.FindProperty("m_LocalRotation");
- mScale = serializedObject.FindProperty("m_LocalScale");
- }
-
- void OnDestroy () { instance = null; }
-
- ///
- /// Draw the inspector widget.
- ///
-
- public override void OnInspectorGUI ()
- {
- EditorGUIUtility.LookLikeControls(15f);
-
- serializedObject.Update();
-
- bool widgets = false;
-
- foreach (Object obj in serializedObject.targetObjects)
- {
- Transform t = obj as Transform;
-
- if (t.GetComponent() != null)
- {
- widgets = true;
- break;
- }
- }
-
- DrawPosition();
- DrawRotation(widgets);
- DrawScale(widgets);
-
- serializedObject.ApplyModifiedProperties();
- }
-
- void DrawPosition ()
- {
- GUILayout.BeginHorizontal();
- {
- bool reset = GUILayout.Button("P", GUILayout.Width(20f));
-
- EditorGUILayout.PropertyField(mPos.FindPropertyRelative("x"));
- EditorGUILayout.PropertyField(mPos.FindPropertyRelative("y"));
- EditorGUILayout.PropertyField(mPos.FindPropertyRelative("z"));
-
- if (reset) mPos.vector3Value = Vector3.zero;
- }
- GUILayout.EndHorizontal();
- }
-
- void DrawScale (bool isWidget)
- {
- GUILayout.BeginHorizontal();
- {
- bool reset = GUILayout.Button("S", GUILayout.Width(20f));
-
- EditorGUILayout.PropertyField(mScale.FindPropertyRelative("x"));
- EditorGUILayout.PropertyField(mScale.FindPropertyRelative("y"));
-
- if (isWidget) GUI.color = new Color(0.7f, 0.7f, 0.7f);
- EditorGUILayout.PropertyField(mScale.FindPropertyRelative("z"));
- if (isWidget) GUI.color = Color.white;
-
- if (reset) mScale.vector3Value = Vector3.one;
- }
- GUILayout.EndHorizontal();
- }
-
-#region Rotation is ugly as hell... since there is no native support for quaternion property drawing
- enum Axes : int
- {
- None = 0,
- X = 1,
- Y = 2,
- Z = 4,
- All = 7,
- }
-
- Axes CheckDifference (Transform t, Vector3 original)
- {
- Vector3 next = t.localEulerAngles;
-
- Axes axes = Axes.None;
-
- if (Differs(next.x, original.x)) axes |= Axes.X;
- if (Differs(next.y, original.y)) axes |= Axes.Y;
- if (Differs(next.z, original.z)) axes |= Axes.Z;
-
- return axes;
- }
-
- Axes CheckDifference (SerializedProperty property)
- {
- Axes axes = Axes.None;
-
- if (property.hasMultipleDifferentValues)
- {
- Vector3 original = property.quaternionValue.eulerAngles;
-
- foreach (Object obj in serializedObject.targetObjects)
- {
- axes |= CheckDifference(obj as Transform, original);
- if (axes == Axes.All) break;
- }
- }
- return axes;
- }
-
- ///
- /// Draw an editable float field.
- ///
- /// Whether to replace the value with a dash
- /// Whether the value should be greyed out or not
-
- static bool FloatField (string name, ref float value, bool hidden, bool greyedOut, GUILayoutOption opt)
- {
- float newValue = value;
- GUI.changed = false;
-
- if (!hidden)
- {
- if (greyedOut)
- {
- GUI.color = new Color(0.7f, 0.7f, 0.7f);
- newValue = EditorGUILayout.FloatField(name, newValue, opt);
- GUI.color = Color.white;
- }
- else
- {
- newValue = EditorGUILayout.FloatField(name, newValue, opt);
- }
- }
- else if (greyedOut)
- {
- GUI.color = new Color(0.7f, 0.7f, 0.7f);
- float.TryParse(EditorGUILayout.TextField(name, "--", opt), out newValue);
- GUI.color = Color.white;
- }
- else
- {
- float.TryParse(EditorGUILayout.TextField(name, "--", opt), out newValue);
- }
-
- if (GUI.changed && Differs(newValue, value))
- {
- value = newValue;
- return true;
- }
- return false;
- }
-
- ///
- /// Because Mathf.Approximately is too sensitive.
- ///
-
- static bool Differs (float a, float b) { return Mathf.Abs(a - b) > 0.0001f; }
-
- void DrawRotation (bool isWidget)
- {
- GUILayout.BeginHorizontal();
- {
- bool reset = GUILayout.Button("R", GUILayout.Width(20f));
-
- Vector3 visible = (serializedObject.targetObject as Transform).localEulerAngles;
- Axes changed = CheckDifference(mRot);
- Axes altered = Axes.None;
-
- GUILayoutOption opt = GUILayout.MinWidth(30f);
-
- if (FloatField("X", ref visible.x, (changed & Axes.X) != 0, isWidget, opt)) altered |= Axes.X;
- if (FloatField("Y", ref visible.y, (changed & Axes.Y) != 0, isWidget, opt)) altered |= Axes.Y;
- if (FloatField("Z", ref visible.z, (changed & Axes.Z) != 0, false, opt)) altered |= Axes.Z;
-
- if (reset)
- {
- mRot.quaternionValue = Quaternion.identity;
- }
- else if (altered != Axes.None)
- {
- NGUIEditorTools.RegisterUndo("Change Rotation", serializedObject.targetObjects);
-
- foreach (Object obj in serializedObject.targetObjects)
- {
- Transform t = obj as Transform;
- Vector3 v = t.localEulerAngles;
-
- if ((altered & Axes.X) != 0) v.x = visible.x;
- if ((altered & Axes.Y) != 0) v.y = visible.y;
- if ((altered & Axes.Z) != 0) v.z = visible.z;
-
- t.localEulerAngles = v;
- }
- }
- }
- GUILayout.EndHorizontal();
- }
-#endregion
-}
-#endif
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs.meta
deleted file mode 100644
index 5fbd10e..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/NGUITransformInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 9997db2c14b24cd4d94a8ebb76fff1f5
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs b/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs
deleted file mode 100644
index 21b8290..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs
+++ /dev/null
@@ -1,207 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Editor component used to display a list of sprites.
-///
-
-public class SpriteSelector : ScriptableWizard
-{
- public delegate void Callback (string sprite);
-
- UIAtlas mAtlas;
- UISprite mSprite;
- string mName;
- Vector2 mPos = Vector2.zero;
- Callback mCallback;
- float mClickTime = 0f;
-
- ///
- /// Name of the selected sprite.
- ///
-
- public string spriteName { get { return (mSprite != null) ? mSprite.spriteName : mName; } }
-
- ///
- /// Show the selection wizard.
- ///
-
- public static void Show (UIAtlas atlas, string selectedSprite, Callback callback)
- {
- SpriteSelector comp = ScriptableWizard.DisplayWizard("Select a Sprite");
- comp.mAtlas = atlas;
- comp.mSprite = null;
- comp.mName = selectedSprite;
- comp.mCallback = callback;
- }
-
- ///
- /// Show the selection wizard.
- ///
-
- public static void Show (UIAtlas atlas, UISprite selectedSprite)
- {
- SpriteSelector comp = ScriptableWizard.DisplayWizard("Select a Sprite");
- comp.mAtlas = atlas;
- comp.mSprite = selectedSprite;
- comp.mCallback = null;
- }
-
- ///
- /// Draw the custom wizard.
- ///
-
- void OnGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
-
- if (mAtlas == null)
- {
- GUILayout.Label("No Atlas selected.", "LODLevelNotifyText");
- }
- else
- {
- bool close = false;
- GUILayout.Label(mAtlas.name + " Sprites", "LODLevelNotifyText");
- NGUIEditorTools.DrawSeparator();
-
- GUILayout.BeginHorizontal();
- GUILayout.Space(84f);
-
- string before = NGUISettings.partialSprite;
- string after = EditorGUILayout.TextField("", before, "SearchTextField");
- NGUISettings.partialSprite = after;
-
- if (GUILayout.Button("", "SearchCancelButton", GUILayout.Width(18f)))
- {
- NGUISettings.partialSprite = "";
- GUIUtility.keyboardControl = 0;
- }
- GUILayout.Space(84f);
- GUILayout.EndHorizontal();
-
- Texture2D tex = mAtlas.texture as Texture2D;
-
- if (tex == null)
- {
- GUILayout.Label("The atlas doesn't have a texture to work with");
- return;
- }
-
- BetterList sprites = mAtlas.GetListOfSprites(NGUISettings.partialSprite);
-
- float size = 80f;
- float padded = size + 10f;
- int columns = Mathf.FloorToInt(Screen.width / padded);
- if (columns < 1) columns = 1;
-
- int offset = 0;
- Rect rect = new Rect(10f, 0, size, size);
-
- GUILayout.Space(10f);
- mPos = GUILayout.BeginScrollView(mPos);
-
- while (offset < sprites.size)
- {
- GUILayout.BeginHorizontal();
- {
- int col = 0;
- rect.x = 10f;
-
- for (; offset < sprites.size; ++offset)
- {
- UIAtlas.Sprite sprite = mAtlas.GetSprite(sprites[offset]);
- if (sprite == null) continue;
-
- // Button comes first
- if (GUI.Button(rect, ""))
- {
- float delta = Time.realtimeSinceStartup - mClickTime;
- mClickTime = Time.realtimeSinceStartup;
-
- if (spriteName != sprite.name)
- {
- if (mSprite != null)
- {
- NGUIEditorTools.RegisterUndo("Atlas Selection", mSprite);
- mSprite.spriteName = sprite.name;
- mSprite.MakePixelPerfect();
- EditorUtility.SetDirty(mSprite.gameObject);
- }
-
- if (mCallback != null)
- {
- mName = sprite.name;
- mCallback(sprite.name);
- }
- }
- else if (delta < 0.5f) close = true;
- }
-
- if (Event.current.type == EventType.Repaint)
- {
- // On top of the button we have a checkboard grid
- NGUIEditorTools.DrawTiledTexture(rect, NGUIEditorTools.backdropTexture);
-
- Rect uv = sprite.outer;
- if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels)
- uv = NGUIMath.ConvertToTexCoords(uv, tex.width, tex.height);
-
- // Calculate the texture's scale that's needed to display the sprite in the clipped area
- float scaleX = rect.width / uv.width;
- float scaleY = rect.height / uv.height;
-
- // Stretch the sprite so that it will appear proper
- float aspect = (scaleY / scaleX) / ((float)tex.height / tex.width);
- Rect clipRect = rect;
-
- if (aspect != 1f)
- {
- if (aspect < 1f)
- {
- // The sprite is taller than it is wider
- float padding = size * (1f - aspect) * 0.5f;
- clipRect.xMin += padding;
- clipRect.xMax -= padding;
- }
- else
- {
- // The sprite is wider than it is taller
- float padding = size * (1f - 1f / aspect) * 0.5f;
- clipRect.yMin += padding;
- clipRect.yMax -= padding;
- }
- }
-
- GUI.DrawTextureWithTexCoords(clipRect, tex, uv);
-
- // Draw the selection
- if (spriteName == sprite.name)
- {
- NGUIEditorTools.DrawOutline(rect, new Color(0.4f, 1f, 0f, 1f));
- }
- }
-
- if (++col >= columns)
- {
- ++offset;
- break;
- }
- rect.x += padded;
- }
- }
- GUILayout.EndHorizontal();
- GUILayout.Space(padded);
- rect.y += padded;
- }
- GUILayout.EndScrollView();
- if (close) Close();
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs.meta
deleted file mode 100644
index d445547..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/SpriteSelector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 623be2c02ff0ce24d83ce440e4fa393d
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs
deleted file mode 100644
index 5b49808..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs
+++ /dev/null
@@ -1,468 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-///
-/// Inspector class used to edit the UIAtlas.
-///
-
-[CustomEditor(typeof(UIAtlas))]
-public class UIAtlasInspector : Editor
-{
- static public UIAtlasInspector instance;
-
- enum AtlasType
- {
- Normal,
- Reference,
- }
-
- UIAtlas mAtlas;
- bool mConfirmDelete = false;
-
- AtlasType mType = AtlasType.Normal;
- UIAtlas mReplacement = null;
-
- void OnEnable () { instance = this; }
- void OnDisable () { instance = null; }
-
- ///
- /// Convenience function -- mark all widgets using the sprite as changed.
- ///
-
- void MarkSpriteAsDirty ()
- {
- UIAtlas.Sprite sprite = (mAtlas != null) ? mAtlas.GetSprite(NGUISettings.selectedSprite) : null;
- if (sprite == null) return;
-
- UISprite[] sprites = NGUITools.FindActive();
-
- foreach (UISprite sp in sprites)
- {
- if (sp.spriteName == sprite.name)
- {
- sp.atlas = null;
- sp.atlas = mAtlas;
- EditorUtility.SetDirty(sp);
- }
- }
-
- UILabel[] labels = NGUITools.FindActive();
-
- foreach (UILabel lbl in labels)
- {
- if (lbl.font != null && UIAtlas.CheckIfRelated(lbl.font.atlas, mAtlas) && lbl.font.UsesSprite(sprite.name))
- {
- UIFont font = lbl.font;
- lbl.font = null;
- lbl.font = font;
- EditorUtility.SetDirty(lbl);
- }
- }
- }
-
- ///
- /// Replacement atlas selection callback.
- ///
-
- void OnSelectAtlas (MonoBehaviour obj)
- {
- if (mReplacement != obj)
- {
- // Undo doesn't work correctly in this case... so I won't bother.
- //NGUIEditorTools.RegisterUndo("Atlas Change");
- //NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
-
- mAtlas.replacement = obj as UIAtlas;
- mReplacement = mAtlas.replacement;
- UnityEditor.EditorUtility.SetDirty(mAtlas);
- if (mReplacement == null) mType = AtlasType.Normal;
- }
- }
-
- ///
- /// Draw the inspector widget.
- ///
-
- public override void OnInspectorGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
- mAtlas = target as UIAtlas;
-
- UIAtlas.Sprite sprite = (mAtlas != null) ? mAtlas.GetSprite(NGUISettings.selectedSprite) : null;
-
- NGUIEditorTools.DrawSeparator();
-
- if (mAtlas.replacement != null)
- {
- mType = AtlasType.Reference;
- mReplacement = mAtlas.replacement;
- }
-
- AtlasType after = (AtlasType)EditorGUILayout.EnumPopup("Atlas Type", mType);
-
- if (mType != after)
- {
- if (after == AtlasType.Normal)
- {
- OnSelectAtlas(null);
- }
- else
- {
- mType = AtlasType.Reference;
- }
- }
-
- if (mType == AtlasType.Reference)
- {
- ComponentSelector.Draw(mAtlas.replacement, OnSelectAtlas);
-
- NGUIEditorTools.DrawSeparator();
- EditorGUILayout.HelpBox("You can have one atlas simply point to " +
- "another one. This is useful if you want to be " +
- "able to quickly replace the contents of one " +
- "atlas with another one, for example for " +
- "swapping an SD atlas with an HD one, or " +
- "replacing an English atlas with a Chinese " +
- "one. All the sprites referencing this atlas " +
- "will update their references to the new one.", MessageType.Info);
-
- if (mReplacement != mAtlas && mAtlas.replacement != mReplacement)
- {
- NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
- mAtlas.replacement = mReplacement;
- UnityEditor.EditorUtility.SetDirty(mAtlas);
- }
- return;
- }
-
- if (!mConfirmDelete)
- {
- NGUIEditorTools.DrawSeparator();
- Material mat = EditorGUILayout.ObjectField("Material", mAtlas.spriteMaterial, typeof(Material), false) as Material;
-
- if (mAtlas.spriteMaterial != mat)
- {
- NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
- mAtlas.spriteMaterial = mat;
-
- // Ensure that this atlas has valid import settings
- if (mAtlas.texture != null) NGUIEditorTools.ImportTexture(mAtlas.texture, false, false);
-
- mAtlas.MarkAsDirty();
- mConfirmDelete = false;
- }
-
- if (mat != null)
- {
- TextAsset ta = EditorGUILayout.ObjectField("TP Import", null, typeof(TextAsset), false) as TextAsset;
-
- if (ta != null)
- {
- // Ensure that this atlas has valid import settings
- if (mAtlas.texture != null) NGUIEditorTools.ImportTexture(mAtlas.texture, false, false);
-
- NGUIEditorTools.RegisterUndo("Import Sprites", mAtlas);
- NGUIJson.LoadSpriteData(mAtlas, ta);
- if (sprite != null) sprite = mAtlas.GetSprite(sprite.name);
- mAtlas.MarkAsDirty();
- }
-
- UIAtlas.Coordinates coords = (UIAtlas.Coordinates)EditorGUILayout.EnumPopup("Coordinates", mAtlas.coordinates);
-
- if (coords != mAtlas.coordinates)
- {
- NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
- mAtlas.coordinates = coords;
- mConfirmDelete = false;
- }
-
- float pixelSize = EditorGUILayout.FloatField("Pixel Size", mAtlas.pixelSize, GUILayout.Width(120f));
-
- if (pixelSize != mAtlas.pixelSize)
- {
- NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
- mAtlas.pixelSize = pixelSize;
- mConfirmDelete = false;
- }
- }
- }
-
- if (mAtlas.spriteMaterial != null)
- {
- Color blue = new Color(0f, 0.7f, 1f, 1f);
- Color green = new Color(0.4f, 1f, 0f, 1f);
-
- if (mConfirmDelete)
- {
- if (sprite != null)
- {
- // Show the confirmation dialog
- NGUIEditorTools.DrawSeparator();
- GUILayout.Label("Are you sure you want to delete '" + sprite.name + "'?");
- NGUIEditorTools.DrawSeparator();
-
- GUILayout.BeginHorizontal();
- {
- GUI.backgroundColor = Color.green;
- if (GUILayout.Button("Cancel")) mConfirmDelete = false;
- GUI.backgroundColor = Color.red;
-
- if (GUILayout.Button("Delete"))
- {
- NGUIEditorTools.RegisterUndo("Delete Sprite", mAtlas);
- mAtlas.spriteList.Remove(sprite);
- mConfirmDelete = false;
- }
- GUI.backgroundColor = Color.white;
- }
- GUILayout.EndHorizontal();
- }
- else mConfirmDelete = false;
- }
- else
- {
- if (sprite == null && mAtlas.spriteList.Count > 0)
- {
- string spriteName = NGUISettings.selectedSprite;
- if (!string.IsNullOrEmpty(spriteName)) sprite = mAtlas.GetSprite(spriteName);
- if (sprite == null) sprite = mAtlas.spriteList[0];
- }
-
- if (!mConfirmDelete && sprite != null)
- {
- NGUIEditorTools.DrawSeparator();
- NGUIEditorTools.AdvancedSpriteField(mAtlas, sprite.name, SelectSprite, true);
-
- if (sprite == null) return;
-
- Texture2D tex = mAtlas.spriteMaterial.mainTexture as Texture2D;
-
- if (tex != null)
- {
- Rect inner = sprite.inner;
- Rect outer = sprite.outer;
-
- if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels)
- {
- GUI.backgroundColor = green;
- outer = NGUIEditorTools.IntRect("Dimensions", sprite.outer);
-
- Vector4 border = new Vector4(
- sprite.inner.xMin - sprite.outer.xMin,
- sprite.inner.yMin - sprite.outer.yMin,
- sprite.outer.xMax - sprite.inner.xMax,
- sprite.outer.yMax - sprite.inner.yMax);
-
- GUI.backgroundColor = blue;
- border = NGUIEditorTools.IntPadding("Border", border);
- GUI.backgroundColor = Color.white;
-
- inner.xMin = sprite.outer.xMin + border.x;
- inner.yMin = sprite.outer.yMin + border.y;
- inner.xMax = sprite.outer.xMax - border.z;
- inner.yMax = sprite.outer.yMax - border.w;
- }
- else
- {
- // Draw the inner and outer rectangle dimensions
- GUI.backgroundColor = green;
- outer = EditorGUILayout.RectField("Outer Rect", sprite.outer);
- GUI.backgroundColor = blue;
- inner = EditorGUILayout.RectField("Inner Rect", sprite.inner);
- GUI.backgroundColor = Color.white;
- }
-
- if (outer.xMax < outer.xMin) outer.xMax = outer.xMin;
- if (outer.yMax < outer.yMin) outer.yMax = outer.yMin;
-
- if (outer != sprite.outer)
- {
- float x = outer.xMin - sprite.outer.xMin;
- float y = outer.yMin - sprite.outer.yMin;
-
- inner.x += x;
- inner.y += y;
- }
-
- // Sanity checks to ensure that the inner rect is always inside the outer
- inner.xMin = Mathf.Clamp(inner.xMin, outer.xMin, outer.xMax);
- inner.xMax = Mathf.Clamp(inner.xMax, outer.xMin, outer.xMax);
- inner.yMin = Mathf.Clamp(inner.yMin, outer.yMin, outer.yMax);
- inner.yMax = Mathf.Clamp(inner.yMax, outer.yMin, outer.yMax);
-
- bool changed = false;
-
- if (sprite.inner != inner || sprite.outer != outer)
- {
- NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
- sprite.inner = inner;
- sprite.outer = outer;
- MarkSpriteAsDirty();
- changed = true;
- }
-
- EditorGUILayout.Separator();
-
- if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels)
- {
- int left = Mathf.RoundToInt(sprite.paddingLeft * sprite.outer.width);
- int right = Mathf.RoundToInt(sprite.paddingRight * sprite.outer.width);
- int top = Mathf.RoundToInt(sprite.paddingTop * sprite.outer.height);
- int bottom = Mathf.RoundToInt(sprite.paddingBottom * sprite.outer.height);
-
- NGUIEditorTools.IntVector a = NGUIEditorTools.IntPair("Padding", "Left", "Top", left, top);
- NGUIEditorTools.IntVector b = NGUIEditorTools.IntPair(null, "Right", "Bottom", right, bottom);
-
- if (changed || a.x != left || a.y != top || b.x != right || b.y != bottom)
- {
- NGUIEditorTools.RegisterUndo("Atlas Change", mAtlas);
- sprite.paddingLeft = a.x / sprite.outer.width;
- sprite.paddingTop = a.y / sprite.outer.height;
- sprite.paddingRight = b.x / sprite.outer.width;
- sprite.paddingBottom = b.y / sprite.outer.height;
- MarkSpriteAsDirty();
- }
- }
- else
- {
- // Create a button that can make the coordinates pixel-perfect on click
- GUILayout.BeginHorizontal();
- {
- GUILayout.Label("Correction", GUILayout.Width(75f));
-
- Rect corrected0 = outer;
- Rect corrected1 = inner;
-
- if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels)
- {
- corrected0 = NGUIMath.MakePixelPerfect(corrected0);
- corrected1 = NGUIMath.MakePixelPerfect(corrected1);
- }
- else
- {
- corrected0 = NGUIMath.MakePixelPerfect(corrected0, tex.width, tex.height);
- corrected1 = NGUIMath.MakePixelPerfect(corrected1, tex.width, tex.height);
- }
-
- if (corrected0 == sprite.outer && corrected1 == sprite.inner)
- {
- GUI.color = Color.grey;
- GUILayout.Button("Make Pixel-Perfect");
- GUI.color = Color.white;
- }
- else if (GUILayout.Button("Make Pixel-Perfect"))
- {
- outer = corrected0;
- inner = corrected1;
- GUI.changed = true;
- }
- }
- GUILayout.EndHorizontal();
- }
- }
-
- // This functionality is no longer used. It became obsolete when the Atlas Maker was added.
- /*NGUIEditorTools.DrawSeparator();
-
- GUILayout.BeginHorizontal();
- {
- EditorGUILayout.PrefixLabel("Add/Delete");
-
- if (GUILayout.Button("Clone Sprite"))
- {
- NGUIEditorTools.RegisterUndo("Add Sprite", mAtlas);
- UIAtlas.Sprite newSprite = new UIAtlas.Sprite();
-
- if (sprite != null)
- {
- newSprite.name = "Copy of " + sprite.name;
- newSprite.outer = sprite.outer;
- newSprite.inner = sprite.inner;
- }
- else
- {
- newSprite.name = "New Sprite";
- }
-
- mAtlas.spriteList.Add(newSprite);
- sprite = newSprite;
- }
-
- // Show the delete button
- GUI.backgroundColor = Color.red;
-
- if (sprite != null && GUILayout.Button("Delete", GUILayout.Width(55f)))
- {
- mConfirmDelete = true;
- }
- GUI.backgroundColor = Color.white;
- }
- GUILayout.EndHorizontal();*/
-
- if (NGUIEditorTools.previousSelection != null)
- {
- NGUIEditorTools.DrawSeparator();
-
- GUI.backgroundColor = Color.green;
-
- if (GUILayout.Button("<< Return to " + NGUIEditorTools.previousSelection.name))
- {
- NGUIEditorTools.SelectPrevious();
- }
- GUI.backgroundColor = Color.white;
- }
- }
- }
- }
- }
-
- ///
- /// Sprite selection callback.
- ///
-
- void SelectSprite (string spriteName)
- {
- NGUISettings.selectedSprite = spriteName;
- Repaint();
- }
-
- ///
- /// All widgets have a preview.
- ///
-
- public override bool HasPreviewGUI () { return true; }
-
- ///
- /// Draw the sprite preview.
- ///
-
- public override void OnPreviewGUI (Rect rect, GUIStyle background)
- {
- UIAtlas.Sprite sprite = (mAtlas != null) ? mAtlas.GetSprite(NGUISettings.selectedSprite) : null;
- if (sprite == null) return;
-
- Texture2D tex = mAtlas.texture as Texture2D;
- if (tex == null) return;
-
- Rect outer = new Rect(sprite.outer);
- Rect inner = new Rect(sprite.inner);
- Rect uv = outer;
-
- if (mAtlas.coordinates == UIAtlas.Coordinates.Pixels)
- {
- uv = NGUIMath.ConvertToTexCoords(outer, tex.width, tex.height);
- }
- else
- {
- outer = NGUIMath.ConvertToPixels(outer, tex.width, tex.height, true);
- inner = NGUIMath.ConvertToPixels(inner, tex.width, tex.height, true);
- }
- NGUIEditorTools.DrawSprite(tex, rect, outer, inner, uv, Color.white);
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs.meta
deleted file mode 100644
index 9ec1f63..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 7163253a2d8b90f4cbdd7b0630b84dcd
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs
deleted file mode 100644
index 2db6d65..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs
+++ /dev/null
@@ -1,935 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-///
-/// Atlas maker lets you create atlases from a bunch of small textures. It's an alternative to using the external Texture Packer.
-///
-
-public class UIAtlasMaker : EditorWindow
-{
- class SpriteEntry
- {
- public Texture2D tex; // Sprite texture -- original texture or a temporary texture
- public string name; // Name of the texture, since a reference to the texture may be lost due to a bug in Unity
- public Rect rect; // Sprite's outer rectangle within the generated texture atlas
- public int minX = 0; // Padding, if any (set if the sprite is trimmed)
- public int maxX = 0;
- public int minY = 0;
- public int maxY = 0;
- public bool temporaryTexture = false; // Whether the texture is temporary and should be deleted
- }
-
- Vector2 mScroll = Vector2.zero;
- List mDelNames = new List();
-
- ///
- /// Atlas selection callback.
- ///
-
- void OnSelectAtlas (MonoBehaviour obj)
- {
- NGUISettings.atlas = obj as UIAtlas;
- Repaint();
- }
-
- ///
- /// Refresh the window on selection.
- ///
-
- void OnSelectionChange () { mDelNames.Clear(); Repaint(); }
-
- ///
- /// Helper function that retrieves the list of currently selected textures.
- ///
-
- List GetSelectedTextures ()
- {
- List textures = new List();
-
- if (Selection.objects != null && Selection.objects.Length > 0)
- {
- Object[] objects = EditorUtility.CollectDependencies(Selection.objects);
-
- foreach (Object o in objects)
- {
- Texture tex = o as Texture;
- if (tex != null && (NGUISettings.atlas == null || NGUISettings.atlas.texture != tex)) textures.Add(tex);
- }
- }
- return textures;
- }
-
- ///
- /// Load the specified list of textures as Texture2Ds, fixing their import properties as necessary.
- ///
-
- static List LoadTextures (List textures)
- {
- List list = new List();
-
- foreach (Texture tex in textures)
- {
- Texture2D t2 = NGUIEditorTools.ImportTexture(tex, true, false);
- if (t2 != null) list.Add(t2);
- }
- return list;
- }
-
- ///
- /// Used to sort the sprites by pixels used
- ///
-
- static int Compare (SpriteEntry a, SpriteEntry b)
- {
- // A is null b is not b is greater so put it at the front of the list
- if (a == null && b != null) return 1;
-
- // A is not null b is null a is greater so put it at the front of the list
- if (a == null && b != null) return -1;
-
- // Get the total pixels used for each sprite
- int aPixels = (int)(a.rect.height * a.rect.width);
- int bPixels = (int)(b.rect.height * b.rect.width);
-
- if (aPixels > bPixels) return -1;
- else if (aPixels < bPixels) return 1;
- return 0;
- }
-
- ///
- /// Pack all of the specified sprites into a single texture, updating the outer and inner rects of the sprites as needed.
- ///
-
- static bool PackTextures (Texture2D tex, List sprites)
- {
- Texture2D[] textures = new Texture2D[sprites.Count];
- Rect[] rects;
-
-#if UNITY_3_5 || UNITY_4_0
- int maxSize = 4096;
-#else
- int maxSize = SystemInfo.maxTextureSize;
-#endif
-
-#if UNITY_ANDROID || UNITY_IPHONE
-#if !UNITY_3_5 && !UNITY_4_0
- if (PlayerSettings.targetGlesGraphics == TargetGlesGraphics.OpenGLES_1_x)
- {
- maxSize = Mathf.Min(maxSize, 1024);
- }
- else
-#endif
- {
- maxSize = Mathf.Min(maxSize, NGUISettings.allow4096 ? 4096 : 2048);
- }
-#endif
-
- if (NGUISettings.unityPacking)
- {
- for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;
- rects = tex.PackTextures(textures, NGUISettings.atlasPadding, maxSize);
- }
- else
- {
- sprites.Sort(Compare);
- for (int i = 0; i < sprites.Count; ++i) textures[i] = sprites[i].tex;
- rects = UITexturePacker.PackTextures(tex, textures, 4, 4, NGUISettings.atlasPadding, maxSize);
- }
-
- for (int i = 0; i < sprites.Count; ++i)
- {
- Rect rect = NGUIMath.ConvertToPixels(rects[i], tex.width, tex.height, true);
-
- // Make sure that we don't shrink the textures
- if (Mathf.RoundToInt(rect.width) != textures[i].width) return false;
- sprites[i].rect = rect;
- }
- return true;
- }
-
- ///
- /// Helper function that creates a single sprite list from both the atlas's sprites as well as selected textures.
- /// Dictionary value meaning:
- /// 0 = No change
- /// 1 = Update
- /// 2 = Add
- ///
-
- Dictionary GetSpriteList (List textures)
- {
- Dictionary spriteList = new Dictionary();
-
- if (NGUISettings.atlas != null && NGUISettings.atlas.name == NGUISettings.atlasName)
- {
- BetterList spriteNames = NGUISettings.atlas.GetListOfSprites();
- foreach (string sp in spriteNames) spriteList.Add(sp, 0);
- }
-
- // If we have textures to work with, include them as well
- if (textures.Count > 0)
- {
- List texNames = new List();
- foreach (Texture tex in textures) texNames.Add(tex.name);
- texNames.Sort();
-
- foreach (string tex in texNames)
- {
- if (spriteList.ContainsKey(tex)) spriteList[tex] = 1;
- else spriteList.Add(tex, 2);
- }
- }
- return spriteList;
- }
-
- ///
- /// Add a new sprite to the atlas, given the texture it's coming from and the packed rect within the atlas.
- ///
-
- static UIAtlas.Sprite AddSprite (List sprites, SpriteEntry se)
- {
- UIAtlas.Sprite sprite = null;
-
- // See if this sprite already exists
- foreach (UIAtlas.Sprite sp in sprites)
- {
- if (sp.name == se.name)
- {
- sprite = sp;
- break;
- }
- }
-
- if (sprite != null)
- {
- float x0 = sprite.inner.xMin - sprite.outer.xMin;
- float y0 = sprite.inner.yMin - sprite.outer.yMin;
- float x1 = sprite.outer.xMax - sprite.inner.xMax;
- float y1 = sprite.outer.yMax - sprite.inner.yMax;
-
- sprite.outer = se.rect;
- sprite.inner = se.rect;
-
- sprite.inner.xMin = Mathf.Max(sprite.inner.xMin + x0, sprite.outer.xMin);
- sprite.inner.yMin = Mathf.Max(sprite.inner.yMin + y0, sprite.outer.yMin);
- sprite.inner.xMax = Mathf.Min(sprite.inner.xMax - x1, sprite.outer.xMax);
- sprite.inner.yMax = Mathf.Min(sprite.inner.yMax - y1, sprite.outer.yMax);
- }
- else
- {
- sprite = new UIAtlas.Sprite();
- sprite.name = se.name;
- sprite.outer = se.rect;
- sprite.inner = se.rect;
- sprites.Add(sprite);
- }
-
- float width = Mathf.Max(1f, sprite.outer.width);
- float height = Mathf.Max(1f, sprite.outer.height);
-
- // Sprite's padding values are relative to width and height
- sprite.paddingLeft = se.minX / width;
- sprite.paddingRight = se.maxX / width;
- sprite.paddingTop = se.maxY / height;
- sprite.paddingBottom = se.minY / height;
- return sprite;
- }
-
- ///
- /// Create a list of sprites using the specified list of textures.
- ///
-
- static List CreateSprites (List textures)
- {
- List list = new List();
-
- foreach (Texture tex in textures)
- {
- Texture2D oldTex = NGUIEditorTools.ImportTexture(tex, true, false);
- if (oldTex == null) continue;
-
- // If we aren't doing trimming, just use the texture as-is
- if (!NGUISettings.atlasTrimming && !NGUISettings.atlasPMA)
- {
- SpriteEntry sprite = new SpriteEntry();
- sprite.rect = new Rect(0f, 0f, oldTex.width, oldTex.height);
- sprite.tex = oldTex;
- sprite.name = oldTex.name;
- sprite.temporaryTexture = false;
- list.Add(sprite);
- continue;
- }
-
- // If we want to trim transparent pixels, there is more work to be done
- Color32[] pixels = oldTex.GetPixels32();
-
- int xmin = oldTex.width;
- int xmax = 0;
- int ymin = oldTex.height;
- int ymax = 0;
- int oldWidth = oldTex.width;
- int oldHeight = oldTex.height;
-
- // Find solid pixels
- if (NGUISettings.atlasTrimming)
- {
- for (int y = 0, yw = oldHeight; y < yw; ++y)
- {
- for (int x = 0, xw = oldWidth; x < xw; ++x)
- {
- Color32 c = pixels[y * xw + x];
-
- if (c.a != 0)
- {
- if (y < ymin) ymin = y;
- if (y > ymax) ymax = y;
- if (x < xmin) xmin = x;
- if (x > xmax) xmax = x;
- }
- }
- }
- }
- else
- {
- xmin = 0;
- xmax = oldWidth - 1;
- ymin = 0;
- ymax = oldHeight - 1;
- }
-
- int newWidth = (xmax - xmin) + 1;
- int newHeight = (ymax - ymin) + 1;
-
- if (newWidth > 0 && newHeight > 0)
- {
- SpriteEntry sprite = new SpriteEntry();
- sprite.rect = new Rect(0f, 0f, oldTex.width, oldTex.height);
-
- // If the dimensions match, then nothing was actually trimmed
- if (!NGUISettings.atlasPMA && (newWidth == oldWidth && newHeight == oldHeight))
- {
- sprite.tex = oldTex;
- sprite.name = oldTex.name;
- sprite.temporaryTexture = false;
- }
- else
- {
- // Copy the non-trimmed texture data into a temporary buffer
- Color32[] newPixels = new Color32[newWidth * newHeight];
-
- for (int y = 0; y < newHeight; ++y)
- {
- for (int x = 0; x < newWidth; ++x)
- {
- int newIndex = y * newWidth + x;
- int oldIndex = (ymin + y) * oldWidth + (xmin + x);
- if (NGUISettings.atlasPMA) newPixels[newIndex] = NGUITools.ApplyPMA(pixels[oldIndex]);
- else newPixels[newIndex] = pixels[oldIndex];
- }
- }
-
- // Create a new texture
- sprite.temporaryTexture = true;
- sprite.name = oldTex.name;
- sprite.tex = new Texture2D(newWidth, newHeight);
- sprite.tex.SetPixels32(newPixels);
- sprite.tex.Apply();
-
- // Remember the padding offset
- sprite.minX = xmin;
- sprite.maxX = oldWidth - newWidth - xmin;
- sprite.minY = ymin;
- sprite.maxY = oldHeight - newHeight - ymin;
- }
- list.Add(sprite);
- }
- }
- return list;
- }
-
- ///
- /// Release all temporary textures created for the sprites.
- ///
-
- static void ReleaseSprites (List sprites)
- {
- foreach (SpriteEntry se in sprites)
- {
- if (se.temporaryTexture)
- {
- NGUITools.Destroy(se.tex);
- se.tex = null;
- }
- }
- Resources.UnloadUnusedAssets();
- }
-
- ///
- /// Replace the sprites within the atlas.
- ///
-
- static void ReplaceSprites (UIAtlas atlas, List sprites)
- {
- // Get the list of sprites we'll be updating
- List spriteList = atlas.spriteList;
- List kept = new List();
-
- // The atlas must be in pixels
- atlas.coordinates = UIAtlas.Coordinates.Pixels;
-
- // Run through all the textures we added and add them as sprites to the atlas
- for (int i = 0; i < sprites.Count; ++i)
- {
- SpriteEntry se = sprites[i];
- UIAtlas.Sprite sprite = AddSprite(spriteList, se);
- kept.Add(sprite);
- }
-
- // Remove unused sprites
- for (int i = spriteList.Count; i > 0; )
- {
- UIAtlas.Sprite sp = spriteList[--i];
- if (!kept.Contains(sp)) spriteList.RemoveAt(i);
- }
- atlas.MarkAsDirty();
- }
-
- ///
- /// Extract sprites from the atlas, adding them to the list.
- ///
-
- static void ExtractSprites (UIAtlas atlas, List sprites)
- {
- // Make the atlas texture readable
- Texture2D atlasTex = NGUIEditorTools.ImportTexture(atlas.texture, true, false);
-
- if (atlasTex != null)
- {
- atlas.coordinates = UIAtlas.Coordinates.Pixels;
-
- Color32[] oldPixels = null;
- int oldWidth = atlasTex.width;
- int oldHeight = atlasTex.height;
- List list = atlas.spriteList;
-
- foreach (UIAtlas.Sprite asp in list)
- {
- bool found = false;
-
- foreach (SpriteEntry se in sprites)
- {
- if (asp.name == se.name)
- {
- found = true;
- break;
- }
- }
-
- if (!found)
- {
- // Read the atlas
- if (oldPixels == null) oldPixels = atlasTex.GetPixels32();
-
- Rect rect = asp.outer;
- rect.xMin = Mathf.Clamp(rect.xMin, 0f, oldWidth);
- rect.yMin = Mathf.Clamp(rect.yMin, 0f, oldHeight);
- rect.xMax = Mathf.Clamp(rect.xMax, 0f, oldWidth);
- rect.yMax = Mathf.Clamp(rect.yMax, 0f, oldHeight);
-
- int newWidth = Mathf.RoundToInt(rect.width);
- int newHeight = Mathf.RoundToInt(rect.height);
- if (newWidth == 0 || newHeight == 0) continue;
-
- Color32[] newPixels = new Color32[newWidth * newHeight];
- int xmin = Mathf.RoundToInt(rect.x);
- int ymin = Mathf.RoundToInt(oldHeight - rect.yMax);
-
- for (int y = 0; y < newHeight; ++y)
- {
- for (int x = 0; x < newWidth; ++x)
- {
- int newIndex = y * newWidth + x;
- int oldIndex = (ymin + y) * oldWidth + (xmin + x);
- newPixels[newIndex] = oldPixels[oldIndex];
- }
- }
-
- // Create a new sprite
- SpriteEntry sprite = new SpriteEntry();
- sprite.name = asp.name;
- sprite.temporaryTexture = true;
- sprite.tex = new Texture2D(newWidth, newHeight);
- sprite.rect = new Rect(0f, 0f, newWidth, newHeight);
- sprite.tex.SetPixels32(newPixels);
- sprite.tex.Apply();
-
- // Min/max coordinates are in pixels
- sprite.minX = Mathf.RoundToInt(asp.paddingLeft * newWidth);
- sprite.maxX = Mathf.RoundToInt(asp.paddingRight * newWidth);
- sprite.minY = Mathf.RoundToInt(asp.paddingBottom * newHeight);
- sprite.maxY = Mathf.RoundToInt(asp.paddingTop * newHeight);
-
- sprites.Add(sprite);
- }
- }
- }
-
- // The atlas no longer needs to be readable
- NGUIEditorTools.ImportTexture(atlas.texture, false, false);
- }
-
- ///
- /// Combine all sprites into a single texture and save it to disk.
- ///
-
- static bool UpdateTexture (UIAtlas atlas, List sprites)
- {
- // Get the texture for the atlas
- Texture2D tex = atlas.texture as Texture2D;
- string oldPath = (tex != null) ? AssetDatabase.GetAssetPath(tex.GetInstanceID()) : "";
- string newPath = NGUIEditorTools.GetSaveableTexturePath(atlas);
-
- // Clear the read-only flag in texture file attributes
- if (System.IO.File.Exists(newPath))
- {
-#if !UNITY_4_1 && !UNITY_4_0 && !UNITY_3_5
- if (!AssetDatabase.IsOpenForEdit(newPath))
- {
- Debug.LogError(newPath + " is not editable. Did you forget to do a check out?");
- return false;
- }
-#endif
- System.IO.FileAttributes newPathAttrs = System.IO.File.GetAttributes(newPath);
- newPathAttrs &= ~System.IO.FileAttributes.ReadOnly;
- System.IO.File.SetAttributes(newPath, newPathAttrs);
- }
-
- bool newTexture = (tex == null || oldPath != newPath);
-
- if (newTexture)
- {
- // Create a new texture for the atlas
- tex = new Texture2D(1, 1, TextureFormat.ARGB32, false);
- }
- else
- {
- // Make the atlas readable so we can save it
- tex = NGUIEditorTools.ImportTexture(oldPath, true, false);
- }
-
- // Pack the sprites into this texture
- if (PackTextures(tex, sprites))
- {
- byte[] bytes = tex.EncodeToPNG();
- System.IO.File.WriteAllBytes(newPath, bytes);
- bytes = null;
-
- // Load the texture we just saved as a Texture2D
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
- tex = NGUIEditorTools.ImportTexture(newPath, false, true);
-
- // Update the atlas texture
- if (newTexture)
- {
- if (tex == null) Debug.LogError("Failed to load the created atlas saved as " + newPath);
- else atlas.spriteMaterial.mainTexture = tex;
- ReleaseSprites(sprites);
-
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
- }
- return true;
- }
- else
- {
- if (!newTexture) NGUIEditorTools.ImportTexture(oldPath, false, true);
-
- //Debug.LogError("Operation canceled: The selected sprites can't fit into the atlas.\n" +
- // "Keep large sprites outside the atlas (use UITexture), and/or use multiple atlases instead.");
-
- EditorUtility.DisplayDialog("Operation Canceled", "The selected sprites can't fit into the atlas.\n" +
- "Keep large sprites outside the atlas (use UITexture), and/or use multiple atlases instead", "OK");
- return false;
- }
- }
-
- ///
- /// Add the specified texture to the atlas, or update an existing one.
- ///
-
- static public void AddOrUpdate (UIAtlas atlas, Texture2D tex)
- {
- if (atlas != null && tex != null)
- {
- List textures = new List();
- textures.Add(tex);
- List sprites = CreateSprites(textures);
- ExtractSprites(atlas, sprites);
- UpdateAtlas(atlas, sprites);
- }
- }
-
- ///
- /// Update the sprites within the texture atlas, preserving the sprites that have not been selected.
- ///
-
- void UpdateAtlas (List textures, bool keepSprites)
- {
- // Create a list of sprites using the collected textures
- List sprites = CreateSprites(textures);
-
- if (sprites.Count > 0)
- {
- // Extract sprites from the atlas, filling in the missing pieces
- if (keepSprites) ExtractSprites(NGUISettings.atlas, sprites);
-
- // NOTE: It doesn't seem to be possible to undo writing to disk, and there also seems to be no way of
- // detecting an Undo event. Without either of these it's not possible to restore the texture saved to disk,
- // so the undo process doesn't work right. Because of this I'd rather disable it altogether until a solution is found.
-
- // The ability to undo this action is always useful
- //NGUIEditorTools.RegisterUndo("Update Atlas", UISettings.atlas, UISettings.atlas.texture, UISettings.atlas.material);
-
- // Update the atlas
- UpdateAtlas(NGUISettings.atlas, sprites);
- }
- else if (!keepSprites)
- {
- UpdateAtlas(NGUISettings.atlas, sprites);
- }
- }
-
- ///
- /// Update the sprite atlas, keeping only the sprites that are on the specified list.
- ///
-
- static void UpdateAtlas (UIAtlas atlas, List sprites)
- {
- if (sprites.Count > 0)
- {
- // Combine all sprites into a single texture and save it
- if (UpdateTexture(atlas, sprites))
- {
- // Replace the sprites within the atlas
- ReplaceSprites(atlas, sprites);
- }
-
- // Release the temporary textures
- ReleaseSprites(sprites);
- return;
- }
- else
- {
- atlas.spriteList.Clear();
- string path = NGUIEditorTools.GetSaveableTexturePath(atlas);
- atlas.spriteMaterial.mainTexture = null;
- if (!string.IsNullOrEmpty(path)) AssetDatabase.DeleteAsset(path);
- }
- atlas.MarkAsDirty();
-
- Debug.Log("The atlas has been updated. Don't forget to save the scene to write the changes!");
- Selection.activeGameObject = (NGUISettings.atlas != null) ? NGUISettings.atlas.gameObject : null;
- }
-
- ///
- /// Draw the UI for this tool.
- ///
-
- void OnGUI ()
- {
- bool create = false;
- bool update = false;
- bool replace = false;
-
- string prefabPath = "";
- string matPath = "";
-
- // If we have an atlas to work with, see if we can figure out the path for it and its material
- if (NGUISettings.atlas != null && NGUISettings.atlas.name == NGUISettings.atlasName)
- {
- prefabPath = AssetDatabase.GetAssetPath(NGUISettings.atlas.gameObject.GetInstanceID());
- if (NGUISettings.atlas.spriteMaterial != null) matPath = AssetDatabase.GetAssetPath(NGUISettings.atlas.spriteMaterial.GetInstanceID());
- }
-
- // Assume default values if needed
- if (string.IsNullOrEmpty(NGUISettings.atlasName)) NGUISettings.atlasName = "New Atlas";
- if (string.IsNullOrEmpty(prefabPath)) prefabPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.atlasName + ".prefab";
- if (string.IsNullOrEmpty(matPath)) matPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.atlasName + ".mat";
-
- // Try to load the prefab
- GameObject go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
- if (NGUISettings.atlas == null && go != null) NGUISettings.atlas = go.GetComponent();
-
- EditorGUIUtility.LookLikeControls(80f);
-
- GUILayout.Space(6f);
- GUILayout.BeginHorizontal();
-
- if (go == null)
- {
- GUI.backgroundColor = Color.green;
- create = GUILayout.Button("Create", GUILayout.Width(76f));
- }
- else
- {
- GUI.backgroundColor = Color.red;
- create = GUILayout.Button("Replace", GUILayout.Width(76f));
- }
-
- GUI.backgroundColor = Color.white;
- NGUISettings.atlasName = GUILayout.TextField(NGUISettings.atlasName);
- GUILayout.EndHorizontal();
-
- if (create)
- {
- // If the prefab already exists, confirm that we want to overwrite it
- if (go == null || EditorUtility.DisplayDialog("Are you sure?", "Are you sure you want to replace the contents of the " +
- NGUISettings.atlasName + " atlas with the textures currently selected in the Project View? All other sprites will be deleted.", "Yes", "No"))
- {
- replace = true;
-
- // Try to load the material
- Material mat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material;
-
- // If the material doesn't exist, create it
- if (mat == null)
- {
- Shader shader = Shader.Find(NGUISettings.atlasPMA ? "Unlit/Premultiplied Colored" : "Unlit/Transparent Colored");
- mat = new Material(shader);
-
- // Save the material
- AssetDatabase.CreateAsset(mat, matPath);
- AssetDatabase.Refresh();
-
- // Load the material so it's usable
- mat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material;
- }
-
- if (NGUISettings.atlas == null || NGUISettings.atlas.name != NGUISettings.atlasName)
- {
- // Create a new prefab for the atlas
- Object prefab = (go != null) ? go : PrefabUtility.CreateEmptyPrefab(prefabPath);
-
- // Create a new game object for the atlas
- go = new GameObject(NGUISettings.atlasName);
- go.AddComponent().spriteMaterial = mat;
-
- // Update the prefab
- PrefabUtility.ReplacePrefab(go, prefab);
- DestroyImmediate(go);
- AssetDatabase.SaveAssets();
- AssetDatabase.Refresh();
-
- // Select the atlas
- go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
- NGUISettings.atlas = go.GetComponent();
- }
- }
- }
-
- ComponentSelector.Draw("Select", NGUISettings.atlas, OnSelectAtlas);
-
- List textures = GetSelectedTextures();
-
- if (NGUISettings.atlas != null && NGUISettings.atlas.name == NGUISettings.atlasName)
- {
- Material mat = NGUISettings.atlas.spriteMaterial;
- Texture tex = NGUISettings.atlas.texture;
-
- // Material information
- GUILayout.BeginHorizontal();
- {
- if (mat != null)
- {
- if (GUILayout.Button("Material", GUILayout.Width(76f))) Selection.activeObject = mat;
- GUILayout.Label(" " + mat.name);
- }
- else
- {
- GUI.color = Color.grey;
- GUILayout.Button("Material", GUILayout.Width(76f));
- GUI.color = Color.white;
- GUILayout.Label(" N/A");
- }
- }
- GUILayout.EndHorizontal();
-
- // Texture atlas information
- GUILayout.BeginHorizontal();
- {
- if (tex != null)
- {
- if (GUILayout.Button("Texture", GUILayout.Width(76f))) Selection.activeObject = tex;
- GUILayout.Label(" " + tex.width + "x" + tex.height);
- }
- else
- {
- GUI.color = Color.grey;
- GUILayout.Button("Texture", GUILayout.Width(76f));
- GUI.color = Color.white;
- GUILayout.Label(" N/A");
- }
- }
- GUILayout.EndHorizontal();
- }
-
- GUILayout.BeginHorizontal();
- NGUISettings.atlasPadding = Mathf.Clamp(EditorGUILayout.IntField("Padding", NGUISettings.atlasPadding, GUILayout.Width(100f)), 0, 8);
- GUILayout.Label((NGUISettings.atlasPadding == 1 ? "pixel" : "pixels") + " in-between of sprites");
- GUILayout.EndHorizontal();
-
- GUILayout.BeginHorizontal();
- NGUISettings.atlasTrimming = EditorGUILayout.Toggle("Trim Alpha", NGUISettings.atlasTrimming, GUILayout.Width(100f));
- GUILayout.Label("Remove empty space");
- GUILayout.EndHorizontal();
-
- GUILayout.BeginHorizontal();
- NGUISettings.atlasPMA = EditorGUILayout.Toggle("PMA Shader", NGUISettings.atlasPMA, GUILayout.Width(100f));
- GUILayout.Label("Pre-multiply color by alpha");
- GUILayout.EndHorizontal();
-
- GUILayout.BeginHorizontal();
- NGUISettings.unityPacking = EditorGUILayout.Toggle("Unity Packer", NGUISettings.unityPacking, GUILayout.Width(100f));
- GUILayout.Label("if off, use a custom packer");
- GUILayout.EndHorizontal();
-
- if (!NGUISettings.unityPacking)
- {
- GUILayout.BeginHorizontal();
- NGUISettings.forceSquareAtlas = EditorGUILayout.Toggle("Force Square", NGUISettings.forceSquareAtlas, GUILayout.Width(100f));
- GUILayout.Label("if on, forces a square atlas texture");
- GUILayout.EndHorizontal();
- }
-
-#if UNITY_IPHONE || UNITY_ANDROID
- GUILayout.BeginHorizontal();
- NGUISettings.allow4096 = EditorGUILayout.Toggle("4096x4096", NGUISettings.allow4096, GUILayout.Width(100f));
- GUILayout.Label("if off, limit atlases to 2048x2048");
- GUILayout.EndHorizontal();
-#endif
- if (NGUISettings.atlas != null && NGUISettings.atlas.name == NGUISettings.atlasName)
- {
- if (textures.Count > 0)
- {
- GUI.backgroundColor = Color.green;
- update = GUILayout.Button("Add/Update All");
- GUI.backgroundColor = Color.white;
- }
- else
- {
- EditorGUILayout.HelpBox("You can reveal more options by selecting one or more textures in the Project View window.", MessageType.Info);
- }
- }
- else
- {
- EditorGUILayout.HelpBox("You can create a new atlas by selecting one or more textures in the Project View window, then clicking \"Create\".", MessageType.Info);
- }
-
- string selection = null;
- Dictionary spriteList = GetSpriteList(textures);
-
- if (spriteList.Count > 0)
- {
- NGUIEditorTools.DrawHeader("Sprites", true);
- {
- GUILayout.BeginHorizontal();
- GUILayout.Space(3f);
- GUILayout.BeginVertical();
-
- mScroll = GUILayout.BeginScrollView(mScroll);
-
- bool delete = false;
- int index = 0;
- foreach (KeyValuePair iter in spriteList)
- {
- ++index;
-
- GUILayout.Space(-1f);
- bool highlight = (UIAtlasInspector.instance != null) && (NGUISettings.selectedSprite == iter.Key);
- GUI.backgroundColor = highlight ? Color.white : new Color(0.8f, 0.8f, 0.8f);
- GUILayout.BeginHorizontal("AS TextArea", GUILayout.MinHeight(20f));
- GUI.backgroundColor = Color.white;
- GUILayout.Label(index.ToString(), GUILayout.Width(24f));
-
- if (GUILayout.Button(iter.Key, "OL TextField", GUILayout.Height(20f)))
- selection = iter.Key;
-
- if (iter.Value == 2)
- {
- GUI.color = Color.green;
- GUILayout.Label("Add", GUILayout.Width(27f));
- GUI.color = Color.white;
- }
- else if (iter.Value == 1)
- {
- GUI.color = Color.cyan;
- GUILayout.Label("Update", GUILayout.Width(45f));
- GUI.color = Color.white;
- }
- else
- {
- if (mDelNames.Contains(iter.Key))
- {
- GUI.backgroundColor = Color.red;
-
- if (GUILayout.Button("Delete", GUILayout.Width(60f)))
- {
- delete = true;
- }
- GUI.backgroundColor = Color.green;
- if (GUILayout.Button("X", GUILayout.Width(22f)))
- {
- mDelNames.Remove(iter.Key);
- delete = false;
- }
- GUI.backgroundColor = Color.white;
- }
- else
- {
- // If we have not yet selected a sprite for deletion, show a small "X" button
- if (GUILayout.Button("X", GUILayout.Width(22f))) mDelNames.Add(iter.Key);
- }
- }
- GUILayout.EndHorizontal();
- }
- GUILayout.EndScrollView();
- GUILayout.EndVertical();
- GUILayout.Space(3f);
- GUILayout.EndHorizontal();
-
- // If this sprite was marked for deletion, remove it from the atlas
- if (delete)
- {
- List sprites = new List();
- ExtractSprites(NGUISettings.atlas, sprites);
-
- for (int i = sprites.Count; i > 0; )
- {
- SpriteEntry ent = sprites[--i];
- if (mDelNames.Contains(ent.name))
- sprites.RemoveAt(i);
- }
- UpdateAtlas(NGUISettings.atlas, sprites);
- mDelNames.Clear();
- }
- else if (update) UpdateAtlas(textures, true);
- else if (replace) UpdateAtlas(textures, false);
-
- if (NGUISettings.atlas != null && !string.IsNullOrEmpty(selection))
- {
- NGUISettings.selectedSprite = selection;
- Selection.activeGameObject = NGUISettings.atlas.gameObject;
-
- if (UIAtlasInspector.instance != null)
- UIAtlasInspector.instance.Repaint();
- }
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs.meta
deleted file mode 100644
index 7837e5e..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIAtlasMaker.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 6640bfdeeb55c3846ae12d39c4be16c7
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs b/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs
deleted file mode 100644
index ad92e99..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs
+++ /dev/null
@@ -1,275 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Panel wizard that allows a bird's eye view of all cameras in your scene.
-///
-
-public class UICameraTool : EditorWindow
-{
- Vector2 mScroll = Vector2.zero;
-
- ///
- /// Layer mask field, originally from:
- /// http://answers.unity3d.com/questions/60959/mask-field-in-the-editor.html
- ///
-
- public static int LayerMaskField (string label, int mask, params GUILayoutOption[] options)
- {
- List layers = new List();
- List layerNumbers = new List();
-
- string selectedLayers = "";
-
- for (int i = 0; i < 32; ++i)
- {
- string layerName = LayerMask.LayerToName(i);
-
- if (!string.IsNullOrEmpty(layerName))
- {
- if (mask == (mask | (1 << i)))
- {
- if (string.IsNullOrEmpty(selectedLayers))
- {
- selectedLayers = layerName;
- }
- else
- {
- selectedLayers = "Mixed";
- }
- }
- }
- }
-
- if (Event.current.type != EventType.MouseDown && Event.current.type != EventType.ExecuteCommand)
- {
- if (mask == 0)
- {
- layers.Add("Nothing");
- }
- else if (mask == -1)
- {
- layers.Add("Everything");
- }
- else
- {
- layers.Add(selectedLayers);
- }
- layerNumbers.Add(-1);
- }
-
- layers.Add((mask == 0 ? "[+] " : " ") + "Nothing");
- layerNumbers.Add(-2);
-
- layers.Add((mask == -1 ? "[+] " : " ") + "Everything");
- layerNumbers.Add(-3);
-
- for (int i = 0; i < 32; ++i)
- {
- string layerName = LayerMask.LayerToName(i);
-
- if (layerName != "")
- {
- if (mask == (mask | (1 << i)))
- {
- layers.Add("[+] " + layerName);
- }
- else
- {
- layers.Add(" " + layerName);
- }
- layerNumbers.Add(i);
- }
- }
-
- bool preChange = GUI.changed;
-
- GUI.changed = false;
-
- int newSelected = 0;
-
- if (Event.current.type == EventType.MouseDown)
- {
- newSelected = -1;
- }
-
- if (string.IsNullOrEmpty(label))
- {
- newSelected = EditorGUILayout.Popup(newSelected, layers.ToArray(), EditorStyles.layerMaskField, options);
- }
- else
- {
- newSelected = EditorGUILayout.Popup(label, newSelected, layers.ToArray(), EditorStyles.layerMaskField, options);
- }
-
- if (GUI.changed && newSelected >= 0)
- {
- if (newSelected == 0)
- {
- mask = 0;
- }
- else if (newSelected == 1)
- {
- mask = -1;
- }
- else
- {
- if (mask == (mask | (1 << layerNumbers[newSelected])))
- {
- mask &= ~(1 << layerNumbers[newSelected]);
- }
- else
- {
- mask = mask | (1 << layerNumbers[newSelected]);
- }
- }
- }
- else
- {
- GUI.changed = preChange;
- }
- return mask;
- }
-
- public static int LayerMaskField (int mask, params GUILayoutOption[] options)
- {
- return LayerMaskField(null, mask, options);
- }
-
- ///
- /// Refresh the window on selection.
- ///
-
- void OnSelectionChange () { Repaint(); }
-
- ///
- /// Draw the custom wizard.
- ///
-
- void OnGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
-
- List list = NGUIEditorTools.FindInScene();
-
- if (list.Count > 0)
- {
- DrawRow(null);
- NGUIEditorTools.DrawSeparator();
- mScroll = GUILayout.BeginScrollView(mScroll);
- foreach (Camera cam in list) DrawRow(cam);
- GUILayout.EndScrollView();
- }
- else
- {
- GUILayout.Label("No cameras found in the scene");
- }
- }
-
- ///
- /// Helper function used to print things in columns.
- ///
-
- void DrawRow (Camera cam)
- {
- bool highlight = (cam == null || Selection.activeGameObject == null) ? false :
- (0 != (cam.cullingMask & (1 << Selection.activeGameObject.layer)));
-
- if (cam != null)
- {
- GUI.backgroundColor = highlight ? Color.white : new Color(0.8f, 0.8f, 0.8f);
- GUILayout.BeginHorizontal("AS TextArea", GUILayout.MinHeight(20f));
- GUI.backgroundColor = Color.white;
- }
- else
- {
- GUILayout.BeginHorizontal();
- }
-
- bool enabled = (cam == null || (NGUITools.GetActive(cam.gameObject) && cam.enabled));
-
- GUI.color = Color.white;
-
- if (cam != null)
- {
- if (enabled != EditorGUILayout.Toggle(enabled, GUILayout.Width(20f)))
- {
- cam.enabled = !enabled;
- EditorUtility.SetDirty(cam.gameObject);
- }
- }
- else
- {
- GUILayout.Space(30f);
- }
-
- if (enabled)
- {
- GUI.color = highlight ? new Color(0f, 0.8f, 1f) : Color.white;
- }
- else
- {
- GUI.color = highlight ? new Color(0f, 0.5f, 0.8f) : Color.grey;
- }
-
- string camName, camLayer;
-
- if (cam == null)
- {
- camName = "Camera's Name";
- camLayer = "Layer";
- }
- else
- {
- camName = cam.name + (cam.orthographic ? " (2D)" : " (3D)");
- camLayer = LayerMask.LayerToName(cam.gameObject.layer);
- }
-
- if (GUILayout.Button(camName, EditorStyles.label, GUILayout.MinWidth(100f)) && cam != null)
- {
- Selection.activeGameObject = cam.gameObject;
- EditorUtility.SetDirty(cam.gameObject);
- }
- GUILayout.Label(camLayer, GUILayout.Width(70f));
-
- GUI.color = enabled ? Color.white : new Color(0.7f, 0.7f, 0.7f);
-
- if (cam == null)
- {
- GUILayout.Label("EV", GUILayout.Width(26f));
- }
- else
- {
- UICamera uic = cam.GetComponent();
- bool ev = (uic != null && uic.enabled);
-
- if (ev != EditorGUILayout.Toggle(ev, GUILayout.Width(20f)))
- {
- if (uic == null) uic = cam.gameObject.AddComponent();
- uic.enabled = !ev;
- }
- }
-
- if (cam == null)
- {
- GUILayout.Label("Mask", GUILayout.Width(100f));
- }
- else
- {
- int mask = LayerMaskField(cam.cullingMask, GUILayout.Width(105f));
-
- if (cam.cullingMask != mask)
- {
- NGUIEditorTools.RegisterUndo("Camera Mask Change", cam);
- cam.cullingMask = mask;
- }
- }
- GUILayout.EndHorizontal();
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs.meta
deleted file mode 100644
index 5f90f31..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UICameraTool.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 395f00539de3dd44e8e1dffd3531a1ae
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs b/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs
deleted file mode 100644
index f70c2c9..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs
+++ /dev/null
@@ -1,170 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// UI Creation Wizard
-///
-
-public class UICreateNewUIWizard : EditorWindow
-{
- public enum CameraType
- {
- None,
- Simple2D,
- Advanced3D,
- }
-
- static public CameraType camType = CameraType.Simple2D;
-
- ///
- /// Refresh the window on selection.
- ///
-
- void OnSelectionChange () { Repaint(); }
-
- ///
- /// Draw the custom wizard.
- ///
-
- void OnGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
-
- GUILayout.Label("Create a new UI with the following parameters:");
- NGUIEditorTools.DrawSeparator();
-
- GUILayout.BeginHorizontal();
- NGUISettings.layer = EditorGUILayout.LayerField("Layer", NGUISettings.layer, GUILayout.Width(200f));
- GUILayout.Space(20f);
- GUILayout.Label("This is the layer your UI will reside on");
- GUILayout.EndHorizontal();
-
- GUILayout.BeginHorizontal();
- camType = (CameraType)EditorGUILayout.EnumPopup("Camera", camType, GUILayout.Width(200f));
- GUILayout.Space(20f);
- GUILayout.Label("Should this UI have a camera?");
- GUILayout.EndHorizontal();
-
- NGUIEditorTools.DrawSeparator();
- GUILayout.BeginHorizontal();
- EditorGUILayout.PrefixLabel("When ready,");
- bool create = GUILayout.Button("Create Your UI", GUILayout.Width(120f));
- GUILayout.EndHorizontal();
-
- if (create) CreateNewUI();
- }
-
- ///
- /// Create a brand-new UI hierarchy.
- ///
-
- static public GameObject CreateNewUI ()
- {
- NGUIEditorTools.RegisterUndo("Create New UI");
-
- // Root for the UI
- GameObject root = null;
-
- if (camType == CameraType.Simple2D)
- {
- root = new GameObject("UI Root (2D)");
- root.AddComponent().scalingStyle = UIRoot.Scaling.PixelPerfect;
- }
- else
- {
- root = new GameObject((camType == CameraType.Advanced3D) ? "UI Root (3D)" : "UI Root");
- root.transform.localScale = new Vector3(0.0025f, 0.0025f, 0.0025f);
- root.AddComponent().scalingStyle = UIRoot.Scaling.FixedSize;
- }
-
- // Assign the layer to be used by everything
- root.layer = NGUISettings.layer;
-
- // Figure out the depth of the highest camera
- if (camType == CameraType.None)
- {
- // No camera requested -- simply add a panel
- UIPanel panel = NGUITools.AddChild(root.gameObject);
- panel.sortByDepth = true;
- Selection.activeGameObject = panel.gameObject;
- }
- else
- {
- int mask = 1 << NGUISettings.layer;
- float depth = -1f;
- bool clearColor = true;
- bool audioListener = true;
-
- List cameras = NGUIEditorTools.FindInScene();
-
- foreach (Camera c in cameras)
- {
- // Choose the maximum depth
- depth = Mathf.Max(depth, c.depth);
-
- // Automatically exclude the specified layer mask from the camera if it can see more than that layer
- if (NGUISettings.layer != 0 && c.cullingMask != mask) c.cullingMask = (c.cullingMask & (~mask));
-
- // Only consider this object if it's active
- if (c.enabled && NGUITools.GetActive(c.gameObject)) clearColor = false;
-
- // If this camera has an audio listener, we won't need to add one
- if (c.GetComponent() != null) audioListener = false;
- }
-
- // Camera and UICamera for this UI
- Camera cam = NGUITools.AddChild(root);
- cam.depth = depth + 1;
- cam.backgroundColor = Color.grey;
- cam.cullingMask = mask;
-
- if (camType == CameraType.Simple2D)
- {
- cam.orthographicSize = 1f;
- cam.orthographic = true;
- cam.nearClipPlane = -2f;
- cam.farClipPlane = 2f;
- }
- else
- {
- cam.nearClipPlane = 0.1f;
- cam.farClipPlane = 4f;
- cam.transform.localPosition = new Vector3(0f, 0f, -700f);
- }
-
- // We don't want to clear color if this is not the first camera
- if (cameras.Count > 0) cam.clearFlags = clearColor ? CameraClearFlags.Skybox : CameraClearFlags.Depth;
-
- // Add an audio listener if we need one
- if (audioListener) cam.gameObject.AddComponent();
-
- // Add a UI Camera for event handling
- cam.gameObject.AddComponent();
-
- if (camType == CameraType.Simple2D)
- {
- // Anchor is useful to have
- UIAnchor anchor = NGUITools.AddChild(cam.gameObject);
- anchor.uiCamera = cam;
-
- // And finally -- the first UI panel
- UIPanel panel = NGUITools.AddChild(anchor.gameObject);
- panel.sortByDepth = true;
- Selection.activeGameObject = panel.gameObject;
- }
- else
- {
- UIPanel panel = NGUITools.AddChild(root);
- panel.sortByDepth = true;
- Selection.activeGameObject = panel.gameObject;
- }
- }
- return Selection.activeGameObject;
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs.meta
deleted file mode 100644
index e899d68..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UICreateNewUIWizard.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: d900a06197aa6b841b6f2ae5d629f2f3
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs b/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs
deleted file mode 100644
index 2e312e5..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs
+++ /dev/null
@@ -1,779 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// UI Widget Creation Wizard
-///
-
-public class UICreateWidgetWizard : EditorWindow
-{
- public enum WidgetType
- {
- Label,
- Sprite,
- Texture,
- Button,
- ImageButton,
- Checkbox,
- ProgressBar,
- Slider,
- Input,
- PopupList,
- PopupMenu,
- ScrollBar,
- }
-
- static WidgetType mType = WidgetType.Button;
- static string mSprite = "";
- static string mButton = "";
- static string mImage0 = "";
- static string mImage1 = "";
- static string mImage2 = "";
- static string mImage3 = "";
- static string mSliderBG = "";
- static string mSliderFG = "";
- static string mSliderTB = "";
- static string mCheckBG = "";
- static string mCheck = "";
- static string mInputBG = "";
- static string mListFG = "";
- static string mListBG = "";
- static string mListHL = "";
- static string mScrollBG = "";
- static string mScrollFG = "";
- static Color mColor = Color.white;
- static bool mLoaded = false;
- static bool mScrollCL = true;
- static UIScrollBar.Direction mScrollDir = UIScrollBar.Direction.Horizontal;
-
- ///
- /// Save the specified string into player prefs.
- ///
-
- static void SaveString (string field, string val)
- {
- if (string.IsNullOrEmpty(val))
- {
- EditorPrefs.DeleteKey(field);
- }
- else
- {
- EditorPrefs.SetString(field, val);
- }
- }
-
- ///
- /// Load the specified string from player prefs.
- ///
-
- static string LoadString (string field) { string s = EditorPrefs.GetString(field); return (string.IsNullOrEmpty(s)) ? "" : s; }
-
- ///
- /// Save all serialized values in editor prefs.
- /// This is necessary because static values get wiped out as soon as scripts get recompiled.
- ///
-
- static void Save ()
- {
- EditorPrefs.SetInt("NGUI Widget Type", (int)mType);
- EditorPrefs.SetInt("NGUI Color", NGUIMath.ColorToInt(mColor));
- EditorPrefs.SetBool("NGUI ScrollCL", mScrollCL);
- EditorPrefs.SetInt("NGUI Scroll Dir", (int)mScrollDir);
-
- SaveString("NGUI Sprite", mSprite);
- SaveString("NGUI Button", mButton);
- SaveString("NGUI Image 0", mImage0);
- SaveString("NGUI Image 1", mImage1);
- SaveString("NGUI Image 2", mImage2);
- SaveString("NGUI Image 3", mImage3);
- SaveString("NGUI CheckBG", mCheckBG);
- SaveString("NGUI Check", mCheck);
- SaveString("NGUI SliderBG", mSliderBG);
- SaveString("NGUI SliderFG", mSliderFG);
- SaveString("NGUI SliderTB", mSliderTB);
- SaveString("NGUI InputBG", mInputBG);
- SaveString("NGUI ListFG", mListFG);
- SaveString("NGUI ListBG", mListBG);
- SaveString("NGUI ListHL", mListHL);
- SaveString("NGUI ScrollBG", mScrollBG);
- SaveString("NGUI ScrollFG", mScrollFG);
- }
-
- ///
- /// Load all serialized values from editor prefs.
- /// This is necessary because static values get wiped out as soon as scripts get recompiled.
- ///
-
- static void Load ()
- {
- mType = (WidgetType)EditorPrefs.GetInt("NGUI Widget Type", 0);
- mScrollDir = (UIScrollBar.Direction)EditorPrefs.GetInt("NGUI Scroll Dir", 0);
-
- int color = EditorPrefs.GetInt("NGUI Color", -1);
- if (color != -1) mColor = NGUIMath.IntToColor(color);
-
- mSprite = LoadString("NGUI Sprite");
- mButton = LoadString("NGUI Button");
- mImage0 = LoadString("NGUI Image 0");
- mImage1 = LoadString("NGUI Image 1");
- mImage2 = LoadString("NGUI Image 2");
- mImage3 = LoadString("NGUI Image 3");
- mCheckBG = LoadString("NGUI CheckBG");
- mCheck = LoadString("NGUI Check");
- mSliderBG = LoadString("NGUI SliderBG");
- mSliderFG = LoadString("NGUI SliderFG");
- mSliderTB = LoadString("NGUI SliderTB");
- mInputBG = LoadString("NGUI InputBG");
- mListFG = LoadString("NGUI ListFG");
- mListBG = LoadString("NGUI ListBG");
- mListHL = LoadString("NGUI ListHL");
- mScrollBG = LoadString("NGUI ScrollBG");
- mScrollFG = LoadString("NGUI ScrollFG");
- mScrollCL = EditorPrefs.GetBool("NGUI ScrollCL", true);
- }
-
- ///
- /// Atlas selection function.
- ///
-
- void OnSelectAtlas (MonoBehaviour obj)
- {
- NGUISettings.atlas = obj as UIAtlas;
- Repaint();
- }
-
- ///
- /// Font selection function.
- ///
-
- void OnSelectFont (MonoBehaviour obj)
- {
- NGUISettings.font = obj as UIFont;
- Repaint();
- }
-
- ///
- /// Convenience function -- creates the "Add To" button and the parent object field to the right of it.
- ///
-
- static public bool ShouldCreate (GameObject go, bool isValid)
- {
- GUI.color = isValid ? Color.green : Color.grey;
-
- GUILayout.BeginHorizontal();
- bool retVal = GUILayout.Button("Add To", GUILayout.Width(76f));
- GUI.color = Color.white;
- GameObject sel = EditorGUILayout.ObjectField(go, typeof(GameObject), true, GUILayout.Width(140f)) as GameObject;
- GUILayout.Label("Select the parent in the Hierarchy View", GUILayout.MinWidth(10000f));
- GUILayout.EndHorizontal();
-
- if (sel != go) Selection.activeGameObject = sel;
-
- if (retVal && isValid)
- {
- NGUIEditorTools.RegisterUndo("Add a Widget");
- return true;
- }
- return false;
- }
-
- ///
- /// Label creation function.
- ///
-
- void CreateLabel (GameObject go)
- {
- GUILayout.BeginHorizontal();
- Color c = EditorGUILayout.ColorField("Color", mColor, GUILayout.Width(220f));
- GUILayout.Label("Color tint the label will start with");
- GUILayout.EndHorizontal();
-
- if (mColor != c)
- {
- mColor = c;
- Save();
- }
-
- if (ShouldCreate(go, NGUISettings.font != null))
- {
- UILabel lbl = NGUITools.AddWidget(go);
- lbl.font = NGUISettings.font;
- lbl.text = "New Label";
- lbl.color = mColor;
- lbl.MakePixelPerfect();
- Selection.activeGameObject = lbl.gameObject;
- }
- }
-
- ///
- /// Sprite creation function.
- ///
-
- void CreateSprite (GameObject go, string field)
- {
- if (NGUISettings.atlas != null)
- {
- NGUIEditorTools.SpriteField("Sprite", "Sprite that will be created", NGUISettings.atlas, field, OnSprite);
-
- if (!string.IsNullOrEmpty(field))
- {
- GUILayout.BeginHorizontal();
- NGUISettings.pivot = (UIWidget.Pivot)EditorGUILayout.EnumPopup("Pivot", NGUISettings.pivot, GUILayout.Width(200f));
- GUILayout.Space(20f);
- GUILayout.Label("Initial pivot point used by the sprite");
- GUILayout.EndHorizontal();
- }
- }
-
- if (ShouldCreate(go, NGUISettings.atlas != null))
- {
- UISprite sprite = NGUITools.AddWidget(go);
- sprite.name = sprite.name + " (" + field + ")";
- sprite.atlas = NGUISettings.atlas;
- sprite.spriteName = field;
- sprite.pivot = NGUISettings.pivot;
- sprite.MakePixelPerfect();
- Selection.activeGameObject = sprite.gameObject;
- }
- }
-
- void OnSprite (string val) { mSprite = val; Save(); Repaint(); }
-
- ///
- /// UI Texture doesn't do anything other than creating the widget.
- ///
-
- void CreateSimpleTexture (GameObject go)
- {
- if (ShouldCreate(go, true))
- {
- UITexture tex = NGUITools.AddWidget(go);
- Selection.activeGameObject = tex.gameObject;
- }
- }
-
- ///
- /// Button creation function.
- ///
-
- void CreateButton (GameObject go)
- {
- if (NGUISettings.atlas != null)
- {
- NGUIEditorTools.SpriteField("Background", "Sliced Sprite for the background", NGUISettings.atlas, mButton, OnButton);
- }
-
- if (ShouldCreate(go, NGUISettings.atlas != null))
- {
- int depth = NGUITools.CalculateNextDepth(go);
- go = NGUITools.AddChild(go);
- go.name = "Button";
-
- UISprite bg = NGUITools.AddWidget(go);
- bg.type = UISprite.Type.Sliced;
- bg.name = "Background";
- bg.depth = depth;
- bg.atlas = NGUISettings.atlas;
- bg.spriteName = mButton;
- bg.transform.localScale = new Vector3(150f, 40f, 1f);
- bg.MakePixelPerfect();
-
- if (NGUISettings.font != null)
- {
- UILabel lbl = NGUITools.AddWidget(go);
- lbl.font = NGUISettings.font;
- lbl.text = go.name;
- if (lbl.font.dynamicFont) lbl.transform.localPosition = new Vector3(0f, 0f, -1f);
- lbl.MakePixelPerfect();
- }
-
- // Add a collider
- NGUITools.AddWidgetCollider(go);
-
- // Add the scripts
- go.AddComponent().tweenTarget = bg.gameObject;
- go.AddComponent();
- go.AddComponent();
- go.AddComponent();
-
- Selection.activeGameObject = go;
- }
- }
-
- void OnButton (string val) { mButton = val; Save(); Repaint(); }
-
- ///
- /// Button creation function.
- ///
-
- void CreateImageButton (GameObject go)
- {
- if (NGUISettings.atlas != null)
- {
- NGUIEditorTools.SpriteField("Normal", "Normal state sprite", NGUISettings.atlas, mImage0, OnImage0);
- NGUIEditorTools.SpriteField("Hover", "Hover state sprite", NGUISettings.atlas, mImage1, OnImage1);
- NGUIEditorTools.SpriteField("Pressed", "Pressed state sprite", NGUISettings.atlas, mImage2, OnImage2);
- NGUIEditorTools.SpriteField("Disabled", "Disabled state sprite", NGUISettings.atlas, mImage3, OnImage3);
- }
-
- if (ShouldCreate(go, NGUISettings.atlas != null))
- {
- int depth = NGUITools.CalculateNextDepth(go);
- go = NGUITools.AddChild(go);
- go.name = "Image Button";
-
- UIAtlas.Sprite sp = NGUISettings.atlas.GetSprite(mImage0);
- UISprite sprite = NGUITools.AddWidget(go);
- sprite.type = (sp.inner == sp.outer) ? UISprite.Type.Simple : UISprite.Type.Sliced;
- sprite.name = "Background";
- sprite.depth = depth;
- sprite.atlas = NGUISettings.atlas;
- sprite.spriteName = mImage0;
- sprite.transform.localScale = new Vector3(150f, 40f, 1f);
- sprite.MakePixelPerfect();
-
- if (NGUISettings.font != null)
- {
- UILabel lbl = NGUITools.AddWidget(go);
- lbl.font = NGUISettings.font;
- lbl.text = go.name;
- if (lbl.font.dynamicFont) lbl.transform.localPosition = new Vector3(0f, 0f, -1f);
- lbl.MakePixelPerfect();
- }
-
- // Add a collider
- NGUITools.AddWidgetCollider(go);
-
- // Add the scripts
- UIImageButton ib = go.AddComponent();
- ib.target = sprite;
- ib.normalSprite = mImage0;
- ib.hoverSprite = mImage1;
- ib.pressedSprite = mImage2;
- ib.disabledSprite = mImage3;
- go.AddComponent();
-
- Selection.activeGameObject = go;
- }
- }
-
- void OnImage0 (string val) { mImage0 = val; Save(); Repaint(); }
- void OnImage1 (string val) { mImage1 = val; Save(); Repaint(); }
- void OnImage2 (string val) { mImage2 = val; Save(); Repaint(); }
- void OnImage3 (string val) { mImage3 = val; Save(); Repaint(); }
-
- ///
- /// Checkbox creation function.
- ///
-
- void CreateCheckbox (GameObject go)
- {
- if (NGUISettings.atlas != null)
- {
- NGUIEditorTools.SpriteField("Background", "Sprite used for the background", NGUISettings.atlas, mCheckBG, OnCheckBG);
- NGUIEditorTools.SpriteField("Checkmark", "Sprite used for the checkmark", NGUISettings.atlas, mCheck, OnCheck);
- }
-
- if (ShouldCreate(go, NGUISettings.atlas != null))
- {
- int depth = NGUITools.CalculateNextDepth(go);
- go = NGUITools.AddChild(go);
- go.name = "Checkbox";
-
- UISprite bg = NGUITools.AddWidget(go);
- bg.type = UISprite.Type.Sliced;
- bg.name = "Background";
- bg.depth = depth;
- bg.atlas = NGUISettings.atlas;
- bg.spriteName = mCheckBG;
- bg.transform.localScale = new Vector3(26f, 26f, 1f);
- bg.MakePixelPerfect();
-
- UISprite fg = NGUITools.AddWidget(go);
- fg.name = "Checkmark";
- fg.atlas = NGUISettings.atlas;
- fg.spriteName = mCheck;
- fg.MakePixelPerfect();
-
- if (NGUISettings.font != null)
- {
- UILabel lbl = NGUITools.AddWidget(go);
- lbl.font = NGUISettings.font;
- lbl.text = go.name;
- lbl.pivot = UIWidget.Pivot.Left;
- lbl.transform.localPosition = new Vector3(16f, 0f, 0f);
- lbl.MakePixelPerfect();
- }
-
- // Add a collider
- NGUITools.AddWidgetCollider(go);
-
- // Add the scripts
- go.AddComponent().checkSprite = fg;
- go.AddComponent().tweenTarget = bg.gameObject;
- go.AddComponent().tweenTarget = bg.transform;
- go.AddComponent();
-
- Selection.activeGameObject = go;
- }
- }
-
- void OnCheckBG (string val) { mCheckBG = val; Save(); Repaint(); }
- void OnCheck (string val) { mCheck = val; Save(); Repaint(); }
-
- ///
- /// Scroll bar template.
- ///
-
- void CreateScrollBar (GameObject go)
- {
- if (NGUISettings.atlas != null)
- {
- NGUIEditorTools.SpriteField("Background", "Sprite used for the background", NGUISettings.atlas, mScrollBG, OnScrollBG);
- NGUIEditorTools.SpriteField("Foreground", "Sprite used for the foreground (thumb)", NGUISettings.atlas, mScrollFG, OnScrollFG);
-
- GUILayout.BeginHorizontal();
- UIScrollBar.Direction dir = (UIScrollBar.Direction)EditorGUILayout.EnumPopup("Direction", mScrollDir, GUILayout.Width(200f));
- GUILayout.Space(20f);
- GUILayout.Label("Add colliders?", GUILayout.Width(90f));
- bool draggable = EditorGUILayout.Toggle(mScrollCL);
- GUILayout.EndHorizontal();
-
- if (mScrollCL != draggable || mScrollDir != dir)
- {
- mScrollCL = draggable;
- mScrollDir = dir;
- Save();
- }
- }
-
- if (ShouldCreate(go, NGUISettings.atlas != null))
- {
- int depth = NGUITools.CalculateNextDepth(go);
- go = NGUITools.AddChild(go);
- go.name = "Scroll Bar";
-
- UISprite bg = NGUITools.AddWidget(go);
- bg.type = UISprite.Type.Sliced;
- bg.name = "Background";
- bg.depth = depth;
- bg.atlas = NGUISettings.atlas;
- bg.spriteName = mScrollBG;
- bg.transform.localScale = new Vector3(400f + bg.border.x + bg.border.z, 14f + bg.border.y + bg.border.w, 1f);
- bg.MakePixelPerfect();
-
- UISprite fg = NGUITools.AddWidget(go);
- fg.type = UISprite.Type.Sliced;
- fg.name = "Foreground";
- fg.atlas = NGUISettings.atlas;
- fg.spriteName = mScrollFG;
-
- UIScrollBar sb = go.AddComponent();
- sb.background = bg;
- sb.foreground = fg;
- sb.direction = mScrollDir;
- sb.barSize = 0.3f;
- sb.scrollValue = 0.3f;
- sb.ForceUpdate();
-
- if (mScrollCL)
- {
- NGUITools.AddWidgetCollider(bg.gameObject);
- NGUITools.AddWidgetCollider(fg.gameObject);
- }
- Selection.activeGameObject = go;
- }
- }
-
- void OnScrollBG (string val) { mScrollBG = val; Save(); Repaint(); }
- void OnScrollFG (string val) { mScrollFG = val; Save(); Repaint(); }
-
- ///
- /// Progress bar creation function.
- ///
-
- void CreateSlider (GameObject go, bool slider)
- {
- if (NGUISettings.atlas != null)
- {
- NGUIEditorTools.SpriteField("Empty", "Sprite for the background (empty bar)", NGUISettings.atlas, mSliderBG, OnSliderBG);
- NGUIEditorTools.SpriteField("Full", "Sprite for the foreground (full bar)", NGUISettings.atlas, mSliderFG, OnSliderFG);
-
- if (slider)
- {
- NGUIEditorTools.SpriteField("Thumb", "Sprite for the thumb indicator", NGUISettings.atlas, mSliderTB, OnSliderTB);
- }
- }
-
- if (ShouldCreate(go, NGUISettings.atlas != null))
- {
- int depth = NGUITools.CalculateNextDepth(go);
- go = NGUITools.AddChild(go);
- go.name = slider ? "Slider" : "Progress Bar";
-
- // Background sprite
- UIAtlas.Sprite bgs = NGUISettings.atlas.GetSprite(mSliderBG);
- UISprite back = (UISprite)NGUITools.AddWidget(go);
-
- back.type = (bgs.inner == bgs.outer) ? UISprite.Type.Simple : UISprite.Type.Sliced;
- back.name = "Background";
- back.depth = depth;
- back.pivot = UIWidget.Pivot.Left;
- back.atlas = NGUISettings.atlas;
- back.spriteName = mSliderBG;
- back.transform.localScale = new Vector3(200f, 30f, 1f);
- back.transform.localPosition = Vector3.zero;
- back.MakePixelPerfect();
-
- // Foreground sprite
- UIAtlas.Sprite fgs = NGUISettings.atlas.GetSprite(mSliderFG);
- UISprite front = NGUITools.AddWidget(go);
- front.type = (fgs.inner == fgs.outer) ? UISprite.Type.Filled : UISprite.Type.Sliced;
- front.name = "Foreground";
- front.pivot = UIWidget.Pivot.Left;
- front.atlas = NGUISettings.atlas;
- front.spriteName = mSliderFG;
- front.transform.localScale = new Vector3(200f, 30f, 1f);
- front.transform.localPosition = Vector3.zero;
- front.MakePixelPerfect();
-
- // Add a collider
- if (slider) NGUITools.AddWidgetCollider(go);
-
- // Add the slider script
- UISlider uiSlider = go.AddComponent();
- uiSlider.foreground = front.transform;
-
- // Thumb sprite
- if (slider)
- {
- UIAtlas.Sprite tbs = NGUISettings.atlas.GetSprite(mSliderTB);
- UISprite thb = NGUITools.AddWidget(go);
-
- thb.type = (tbs.inner == tbs.outer) ? UISprite.Type.Simple : UISprite.Type.Sliced;
- thb.name = "Thumb";
- thb.atlas = NGUISettings.atlas;
- thb.spriteName = mSliderTB;
- thb.transform.localPosition = new Vector3(200f, 0f, 0f);
- thb.transform.localScale = new Vector3(20f, 40f, 1f);
- thb.MakePixelPerfect();
-
- NGUITools.AddWidgetCollider(thb.gameObject);
- thb.gameObject.AddComponent();
- thb.gameObject.AddComponent();
-
- uiSlider.thumb = thb.transform;
- }
- uiSlider.sliderValue = 1f;
-
- // Select the slider
- Selection.activeGameObject = go;
- }
- }
-
- void OnSliderBG (string val) { mSliderBG = val; Save(); Repaint(); }
- void OnSliderFG (string val) { mSliderFG = val; Save(); Repaint(); }
- void OnSliderTB (string val) { mSliderTB = val; Save(); Repaint(); }
-
- ///
- /// Input field creation function.
- ///
-
- void CreateInput (GameObject go)
- {
- if (NGUISettings.atlas != null)
- {
- NGUIEditorTools.SpriteField("Background", "Sliced Sprite for the background", NGUISettings.atlas, mInputBG, OnInputBG);
- }
-
- if (ShouldCreate(go, NGUISettings.atlas != null && NGUISettings.font != null))
- {
- int depth = NGUITools.CalculateNextDepth(go);
- go = NGUITools.AddChild(go);
- go.name = "Input";
-
- float padding = 3f;
-
- UISprite bg = NGUITools.AddWidget(go);
- bg.type = UISprite.Type.Sliced;
- bg.name = "Background";
- bg.depth = depth;
- bg.atlas = NGUISettings.atlas;
- bg.spriteName = mInputBG;
- bg.pivot = UIWidget.Pivot.Left;
- bg.transform.localScale = new Vector3(400f, NGUISettings.font.size + padding * 2f, 1f);
- bg.transform.localPosition = Vector3.zero;
- bg.MakePixelPerfect();
-
- UILabel lbl = NGUITools.AddWidget(go);
- lbl.font = NGUISettings.font;
- lbl.pivot = UIWidget.Pivot.Left;
- lbl.transform.localPosition = new Vector3(padding, 0f, 0f);
- lbl.multiLine = false;
- lbl.supportEncoding = false;
- lbl.lineWidth = Mathf.RoundToInt(400f - padding * 2f);
- lbl.text = "You can type here";
- lbl.MakePixelPerfect();
-
- // Add a collider to the background
- NGUITools.AddWidgetCollider(go);
-
- // Add an input script to the background and have it point to the label
- UIInput input = go.AddComponent();
- input.label = lbl;
-
- // Update the selection
- Selection.activeGameObject = go;
- }
- }
-
- void OnInputBG (string val) { mInputBG = val; Save(); Repaint(); }
-
- ///
- /// Create a popup list or a menu.
- ///
-
- void CreatePopup (GameObject go, bool isDropDown)
- {
- if (NGUISettings.atlas != null)
- {
- NGUIEditorTools.SpriteField("Foreground", "Foreground sprite (shown on the button)", NGUISettings.atlas, mListFG, OnListFG);
- NGUIEditorTools.SpriteField("Background", "Background sprite (envelops the options)", NGUISettings.atlas, mListBG, OnListBG);
- NGUIEditorTools.SpriteField("Highlight", "Sprite used to highlight the selected option", NGUISettings.atlas, mListHL, OnListHL);
- }
-
- if (ShouldCreate(go, NGUISettings.atlas != null && NGUISettings.font != null))
- {
- int depth = NGUITools.CalculateNextDepth(go);
- go = NGUITools.AddChild(go);
- go.name = isDropDown ? "Popup List" : "Popup Menu";
-
- UIAtlas.Sprite sphl = NGUISettings.atlas.GetSprite(mListHL);
- UIAtlas.Sprite spfg = NGUISettings.atlas.GetSprite(mListFG);
-
- Vector2 hlPadding = new Vector2(
- Mathf.Max(4f, sphl.inner.xMin - sphl.outer.xMin),
- Mathf.Max(4f, sphl.inner.yMin - sphl.outer.yMin));
-
- Vector2 fgPadding = new Vector2(
- Mathf.Max(4f, spfg.inner.xMin - spfg.outer.xMin),
- Mathf.Max(4f, spfg.inner.yMin - spfg.outer.yMin));
-
- // Background sprite
- UISprite sprite = NGUITools.AddSprite(go, NGUISettings.atlas, mListFG);
- sprite.depth = depth;
- sprite.atlas = NGUISettings.atlas;
- sprite.pivot = UIWidget.Pivot.Left;
- sprite.transform.localScale = new Vector3(150f + fgPadding.x * 2f, NGUISettings.font.size + fgPadding.y * 2f, 1f);
- sprite.transform.localPosition = Vector3.zero;
- sprite.MakePixelPerfect();
-
- // Text label
- UILabel lbl = NGUITools.AddWidget(go);
- lbl.font = NGUISettings.font;
- lbl.text = go.name;
- lbl.pivot = UIWidget.Pivot.Left;
- lbl.cachedTransform.localPosition = new Vector3(fgPadding.x, 0f, 0f);
- lbl.MakePixelPerfect();
-
- // Add a collider
- NGUITools.AddWidgetCollider(go);
-
- // Add the popup list
- UIPopupList list = go.AddComponent();
- list.atlas = NGUISettings.atlas;
- list.font = NGUISettings.font;
- list.backgroundSprite = mListBG;
- list.highlightSprite = mListHL;
- list.padding = hlPadding;
- if (isDropDown) list.textLabel = lbl;
- for (int i = 0; i < 5; ++i) list.items.Add(isDropDown ? ("List Option " + i) : ("Menu Option " + i));
-
- // Add the scripts
- go.AddComponent().tweenTarget = sprite.gameObject;
- go.AddComponent();
-
- Selection.activeGameObject = go;
- }
- }
-
- void OnListFG (string val) { mListFG = val; Save(); Repaint(); }
- void OnListBG (string val) { mListBG = val; Save(); Repaint(); }
- void OnListHL (string val) { mListHL = val; Save(); Repaint(); }
-
- ///
- /// Repaint the window on selection.
- ///
-
- void OnSelectionChange () { Repaint(); }
-
- ///
- /// Draw the custom wizard.
- ///
-
- void OnGUI ()
- {
- // Load the saved preferences
- if (!mLoaded) { mLoaded = true; Load(); }
-
- EditorGUIUtility.LookLikeControls(80f);
- GameObject go = NGUIEditorTools.SelectedRoot();
-
- if (go == null)
- {
- GUILayout.Label("You must create a UI first.");
-
- if (GUILayout.Button("Open the New UI Wizard"))
- {
- EditorWindow.GetWindow(false, "New UI", true);
- }
- }
- else
- {
- GUILayout.Space(4f);
-
- GUILayout.BeginHorizontal();
- ComponentSelector.Draw(NGUISettings.atlas, OnSelectAtlas, GUILayout.Width(140f));
- GUILayout.Label("Texture atlas used by widgets", GUILayout.MinWidth(10000f));
- GUILayout.EndHorizontal();
-
- GUILayout.BeginHorizontal();
- ComponentSelector.Draw(NGUISettings.font, OnSelectFont, GUILayout.Width(140f));
- GUILayout.Label("Font used by labels", GUILayout.MinWidth(10000f));
- GUILayout.EndHorizontal();
-
- GUILayout.Space(-2f);
- NGUIEditorTools.DrawSeparator();
-
- GUILayout.BeginHorizontal();
- WidgetType wt = (WidgetType)EditorGUILayout.EnumPopup("Template", mType, GUILayout.Width(200f));
- GUILayout.Space(20f);
- GUILayout.Label("Select a widget template to use");
- GUILayout.EndHorizontal();
-
- if (mType != wt) { mType = wt; Save(); }
-
- switch (mType)
- {
- case WidgetType.Label: CreateLabel(go); break;
- case WidgetType.Sprite: CreateSprite(go, mSprite); break;
- case WidgetType.Texture: CreateSimpleTexture(go); break;
- case WidgetType.Button: CreateButton(go); break;
- case WidgetType.ImageButton: CreateImageButton(go); break;
- case WidgetType.Checkbox: CreateCheckbox(go); break;
- case WidgetType.ProgressBar: CreateSlider(go, false); break;
- case WidgetType.Slider: CreateSlider(go, true); break;
- case WidgetType.Input: CreateInput(go); break;
- case WidgetType.PopupList: CreatePopup(go, true); break;
- case WidgetType.PopupMenu: CreatePopup(go, false); break;
- case WidgetType.ScrollBar: CreateScrollBar(go); break;
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs.meta
deleted file mode 100644
index 47796ab..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UICreateWidgetWizard.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 245788f199aedac469f04dfc612b041f
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs
deleted file mode 100644
index df9dd42..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs
+++ /dev/null
@@ -1,40 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-
-///
-/// Inspector class used to view UIDrawCalls.
-///
-
-[CustomEditor(typeof(UIDrawCall))]
-public class UIDrawCallInspector : Editor
-{
- ///
- /// Draw the inspector widget.
- ///
-
- public override void OnInspectorGUI ()
- {
- if (Event.current.type == EventType.Repaint || Event.current.type == EventType.Layout)
- {
- UIDrawCall dc = target as UIDrawCall;
-
- UIPanel[] panels = (UIPanel[])Component.FindObjectsOfType(typeof(UIPanel));
-
- foreach (UIPanel p in panels)
- {
- if (p.drawCalls.Contains(dc))
- {
- EditorGUILayout.LabelField("Owner Panel", NGUITools.GetHierarchy(p.gameObject));
- EditorGUILayout.LabelField("Triangles", dc.triangles.ToString());
- return;
- }
- }
- if (Event.current.type == EventType.Repaint) Debug.LogWarning("Orphaned UIDrawCall detected!\nUse [Selection -> Force Delete] to get rid of it.");
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs.meta
deleted file mode 100644
index 2401d6d..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIDrawCallInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: ba9d9afe888570648bcbad1b0d7a3971
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs
deleted file mode 100644
index 7119c02..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs
+++ /dev/null
@@ -1,14 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-
-///
-/// Filled sprite is obsolete. It's only kept for backwards compatibility.
-///
-
-[CustomEditor(typeof(UIFilledSprite))]
-public class UIFilledSpriteInspector : UISpriteInspector {}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs.meta
deleted file mode 100644
index b43a4ed..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIFilledSpriteInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 77f436704c38e0c49ad23c0212ef1f80
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs
deleted file mode 100644
index b0b86ac..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs
+++ /dev/null
@@ -1,482 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-// Dynamic font support contributed by the NGUI community members:
-// Unisip, zh4ox, Mudwiz, Nicki, DarkMagicCK.
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-///
-/// Inspector class used to view and edit UIFonts.
-///
-
-[CustomEditor(typeof(UIFont))]
-public class UIFontInspector : Editor
-{
- enum View
- {
- Nothing,
- Atlas,
- Font,
- }
-
- enum FontType
- {
- Normal,
- Reference,
- Dynamic,
- }
-
- static View mView = View.Font;
- static bool mUseShader = false;
-
- UIFont mFont;
- FontType mType = FontType.Normal;
- UIFont mReplacement = null;
- string mSymbolSequence = "";
- string mSymbolSprite = "";
- BMSymbol mSelectedSymbol = null;
-
- public override bool HasPreviewGUI () { return mView != View.Nothing; }
-
- void OnSelectFont (MonoBehaviour obj)
- {
- // Undo doesn't work correctly in this case... so I won't bother.
- //NGUIEditorTools.RegisterUndo("Font Change");
- //NGUIEditorTools.RegisterUndo("Font Change", mFont);
-
- mFont.replacement = obj as UIFont;
- mReplacement = mFont.replacement;
- UnityEditor.EditorUtility.SetDirty(mFont);
- if (mReplacement == null) mType = FontType.Normal;
- }
-
- void OnSelectAtlas (MonoBehaviour obj)
- {
- if (mFont != null)
- {
- NGUIEditorTools.RegisterUndo("Font Atlas", mFont);
- mFont.atlas = obj as UIAtlas;
- MarkAsChanged();
- }
- }
-
- void MarkAsChanged ()
- {
- List labels = NGUIEditorTools.FindInScene();
-
- foreach (UILabel lbl in labels)
- {
- if (UIFont.CheckIfRelated(lbl.font, mFont))
- {
- lbl.font = null;
- lbl.font = mFont;
- }
- }
- }
-
- public override void OnInspectorGUI ()
- {
- mFont = target as UIFont;
- EditorGUIUtility.LookLikeControls(80f);
-
- NGUIEditorTools.DrawSeparator();
-
- if (mFont.replacement != null)
- {
- mType = FontType.Reference;
- mReplacement = mFont.replacement;
- }
- else if (mFont.dynamicFont != null)
- {
- mType = FontType.Dynamic;
- }
-
- GUILayout.BeginHorizontal();
- FontType fontType = (FontType)EditorGUILayout.EnumPopup("Font Type", mType);
- GUILayout.Space(18f);
- GUILayout.EndHorizontal();
-
- if (mType != fontType)
- {
- if (fontType == FontType.Normal)
- {
- OnSelectFont(null);
- }
- else
- {
- mType = fontType;
- }
-
- if (mType != FontType.Dynamic && mFont.dynamicFont != null)
- mFont.dynamicFont = null;
- }
-
- if (mType == FontType.Reference)
- {
- ComponentSelector.Draw(mFont.replacement, OnSelectFont);
-
- NGUIEditorTools.DrawSeparator();
- EditorGUILayout.HelpBox("You can have one font simply point to " +
- "another one. This is useful if you want to be " +
- "able to quickly replace the contents of one " +
- "font with another one, for example for " +
- "swapping an SD font with an HD one, or " +
- "replacing an English font with a Chinese " +
- "one. All the labels referencing this font " +
- "will update their references to the new one.", MessageType.Info);
-
- if (mReplacement != mFont && mFont.replacement != mReplacement)
- {
- NGUIEditorTools.RegisterUndo("Font Change", mFont);
- mFont.replacement = mReplacement;
- UnityEditor.EditorUtility.SetDirty(mFont);
- }
- return;
- }
- else if (mType == FontType.Dynamic)
- {
-#if UNITY_3_5
- EditorGUILayout.HelpBox("Dynamic fonts require Unity 4.0 or higher.", MessageType.Error);
-#else
- NGUIEditorTools.DrawSeparator();
- Font fnt = EditorGUILayout.ObjectField("TTF Font", mFont.dynamicFont, typeof(Font), false) as Font;
-
- if (fnt != mFont.dynamicFont)
- {
- NGUIEditorTools.RegisterUndo("Font change", mFont);
- mFont.dynamicFont = fnt;
- }
-
- GUILayout.BeginHorizontal();
- int size = EditorGUILayout.IntField("Size", mFont.dynamicFontSize, GUILayout.Width(120f));
- FontStyle style = (FontStyle)EditorGUILayout.EnumPopup(mFont.dynamicFontStyle);
- GUILayout.Space(18f);
- GUILayout.EndHorizontal();
-
- if (size != mFont.dynamicFontSize)
- {
- NGUIEditorTools.RegisterUndo("Font change", mFont);
- mFont.dynamicFontSize = size;
- }
-
- if (style != mFont.dynamicFontStyle)
- {
- NGUIEditorTools.RegisterUndo("Font change", mFont);
- mFont.dynamicFontStyle = style;
- }
-
- Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material;
-
- if (mFont.material != mat)
- {
- NGUIEditorTools.RegisterUndo("Font Material", mFont);
- mFont.material = mat;
- }
-#endif
- }
- else
- {
- NGUIEditorTools.DrawSeparator();
-
- ComponentSelector.Draw(mFont.atlas, OnSelectAtlas);
-
- if (mFont.atlas != null)
- {
- if (mFont.bmFont.isValid)
- {
- NGUIEditorTools.AdvancedSpriteField(mFont.atlas, mFont.spriteName, SelectSprite, false);
- }
- EditorGUILayout.Space();
- }
- else
- {
- // No atlas specified -- set the material and texture rectangle directly
- Material mat = EditorGUILayout.ObjectField("Material", mFont.material, typeof(Material), false) as Material;
-
- if (mFont.material != mat)
- {
- NGUIEditorTools.RegisterUndo("Font Material", mFont);
- mFont.material = mat;
- }
- }
-
- // For updating the font's data when importing from an external source, such as the texture packer
- bool resetWidthHeight = false;
-
- if (mFont.atlas != null || mFont.material != null)
- {
- TextAsset data = EditorGUILayout.ObjectField("Import Data", null, typeof(TextAsset), false) as TextAsset;
-
- if (data != null)
- {
- NGUIEditorTools.RegisterUndo("Import Font Data", mFont);
- BMFontReader.Load(mFont.bmFont, NGUITools.GetHierarchy(mFont.gameObject), data.bytes);
- mFont.MarkAsDirty();
- resetWidthHeight = true;
- Debug.Log("Imported " + mFont.bmFont.glyphCount + " characters");
- }
- }
-
- if (mFont.bmFont.isValid)
- {
- Color green = new Color(0.4f, 1f, 0f, 1f);
- Texture2D tex = mFont.texture;
-
- if (tex != null)
- {
- if (mFont.atlas == null)
- {
- // Pixels are easier to work with than UVs
- Rect pixels = NGUIMath.ConvertToPixels(mFont.uvRect, tex.width, tex.height, false);
-
- // Automatically set the width and height of the rectangle to be the original font texture's dimensions
- if (resetWidthHeight)
- {
- pixels.width = mFont.texWidth;
- pixels.height = mFont.texHeight;
- }
-
- // Font sprite rectangle
- GUI.backgroundColor = green;
- pixels = EditorGUILayout.RectField("Pixel Rect", pixels);
- GUI.backgroundColor = Color.white;
-
- // Create a button that can make the coordinates pixel-perfect on click
- GUILayout.BeginHorizontal();
- {
- Rect corrected = NGUIMath.MakePixelPerfect(pixels);
-
- if (corrected == pixels)
- {
- GUI.color = Color.grey;
- GUILayout.Button("Make Pixel-Perfect");
- GUI.color = Color.white;
- }
- else if (GUILayout.Button("Make Pixel-Perfect"))
- {
- pixels = corrected;
- GUI.changed = true;
- }
- }
- GUILayout.EndHorizontal();
-
- // Convert the pixel coordinates back to UV coordinates
- Rect uvRect = NGUIMath.ConvertToTexCoords(pixels, tex.width, tex.height);
-
- if (mFont.uvRect != uvRect)
- {
- NGUIEditorTools.RegisterUndo("Font Pixel Rect", mFont);
- mFont.uvRect = uvRect;
- }
- //NGUIEditorTools.DrawSeparator();
- EditorGUILayout.Space();
- }
- }
- }
- }
-
- // The font must be valid at this point for the rest of the options to show up
- if (mFont.isDynamic || mFont.bmFont.isValid)
- {
- // Font spacing
- GUILayout.BeginHorizontal();
- {
- EditorGUIUtility.LookLikeControls(0f);
- GUILayout.Label("Spacing", GUILayout.Width(60f));
- GUILayout.Label("X", GUILayout.Width(12f));
- int x = EditorGUILayout.IntField(mFont.horizontalSpacing);
- GUILayout.Label("Y", GUILayout.Width(12f));
- int y = EditorGUILayout.IntField(mFont.verticalSpacing);
- GUILayout.Space(18f);
- EditorGUIUtility.LookLikeControls(80f);
-
- if (mFont.horizontalSpacing != x || mFont.verticalSpacing != y)
- {
- NGUIEditorTools.RegisterUndo("Font Spacing", mFont);
- mFont.horizontalSpacing = x;
- mFont.verticalSpacing = y;
- }
- }
- GUILayout.EndHorizontal();
-
- if (mFont.atlas == null)
- {
- mView = View.Font;
- mUseShader = false;
-
- float pixelSize = EditorGUILayout.FloatField("Pixel Size", mFont.pixelSize, GUILayout.Width(120f));
-
- if (pixelSize != mFont.pixelSize)
- {
- NGUIEditorTools.RegisterUndo("Font Change", mFont);
- mFont.pixelSize = pixelSize;
- }
- }
- EditorGUILayout.Space();
- }
-
- // Preview option
- if (!mFont.isDynamic && mFont.atlas != null)
- {
- GUILayout.BeginHorizontal();
- {
- mView = (View)EditorGUILayout.EnumPopup("Preview", mView);
- GUILayout.Label("Shader", GUILayout.Width(45f));
- mUseShader = EditorGUILayout.Toggle(mUseShader, GUILayout.Width(20f));
- }
- GUILayout.EndHorizontal();
- }
-
- // Dynamic fonts don't support emoticons
- if (!mFont.isDynamic && mFont.bmFont.isValid)
- {
- if (mFont.atlas != null)
- {
- NGUIEditorTools.DrawHeader("Symbols and Emoticons");
-
- List symbols = mFont.symbols;
-
- for (int i = 0; i < symbols.Count; )
- {
- BMSymbol sym = symbols[i];
-
- GUILayout.BeginHorizontal();
- GUILayout.Label(sym.sequence, GUILayout.Width(40f));
- if (NGUIEditorTools.SimpleSpriteField(mFont.atlas, sym.spriteName, ChangeSymbolSprite))
- mSelectedSymbol = sym;
-
- if (GUILayout.Button("Edit", GUILayout.Width(40f)))
- {
- if (mFont.atlas != null)
- {
- NGUISettings.selectedSprite = sym.spriteName;
- NGUIEditorTools.Select(mFont.atlas.gameObject);
- }
- }
-
- GUI.backgroundColor = Color.red;
-
- if (GUILayout.Button("X", GUILayout.Width(22f)))
- {
- NGUIEditorTools.RegisterUndo("Remove symbol", mFont);
- mSymbolSequence = sym.sequence;
- mSymbolSprite = sym.spriteName;
- symbols.Remove(sym);
- mFont.MarkAsDirty();
- }
- GUI.backgroundColor = Color.white;
- GUILayout.EndHorizontal();
- GUILayout.Space(4f);
- ++i;
- }
-
- if (symbols.Count > 0)
- {
- NGUIEditorTools.DrawSeparator();
- }
-
- GUILayout.BeginHorizontal();
- mSymbolSequence = EditorGUILayout.TextField(mSymbolSequence, GUILayout.Width(40f));
- NGUIEditorTools.SimpleSpriteField(mFont.atlas, mSymbolSprite, SelectSymbolSprite);
-
- bool isValid = !string.IsNullOrEmpty(mSymbolSequence) && !string.IsNullOrEmpty(mSymbolSprite);
- GUI.backgroundColor = isValid ? Color.green : Color.grey;
-
- if (GUILayout.Button("Add", GUILayout.Width(40f)) && isValid)
- {
- NGUIEditorTools.RegisterUndo("Add symbol", mFont);
- mFont.AddSymbol(mSymbolSequence, mSymbolSprite);
- mFont.MarkAsDirty();
- mSymbolSequence = "";
- mSymbolSprite = "";
- }
- GUI.backgroundColor = Color.white;
- GUILayout.EndHorizontal();
-
- if (symbols.Count == 0)
- {
- EditorGUILayout.HelpBox("Want to add an emoticon to your font? In the field above type ':)', choose a sprite, then hit the Add button.", MessageType.Info);
- }
- else GUILayout.Space(4f);
- }
- }
- }
-
- ///
- /// "New Sprite" selection.
- ///
-
- void SelectSymbolSprite (string spriteName)
- {
- mSymbolSprite = spriteName;
- Repaint();
- }
-
- ///
- /// Existing sprite selection.
- ///
-
- void ChangeSymbolSprite (string spriteName)
- {
- if (mSelectedSymbol != null && mFont != null)
- {
- NGUIEditorTools.RegisterUndo("Change symbol", mFont);
- mSelectedSymbol.spriteName = spriteName;
- Repaint();
- mFont.MarkAsDirty();
- }
- }
-
- ///
- /// Draw the font preview window.
- ///
-
- public override void OnPreviewGUI (Rect rect, GUIStyle background)
- {
- mFont = target as UIFont;
- if (mFont == null) return;
- Texture2D tex = mFont.texture;
-
- if (mView != View.Nothing && tex != null)
- {
- Material m = (mUseShader ? mFont.material : null);
-
- if (mView == View.Font)
- {
- Rect outer = new Rect(mFont.uvRect);
- Rect uv = outer;
-
- outer = NGUIMath.ConvertToPixels(outer, tex.width, tex.height, true);
-
- NGUIEditorTools.DrawSprite(tex, rect, outer, outer, uv, Color.white, m);
- }
- else
- {
- Rect outer = new Rect(0f, 0f, 1f, 1f);
- Rect inner = new Rect(mFont.uvRect);
- Rect uv = outer;
-
- outer = NGUIMath.ConvertToPixels(outer, tex.width, tex.height, true);
- inner = NGUIMath.ConvertToPixels(inner, tex.width, tex.height, true);
-
- NGUIEditorTools.DrawSprite(tex, rect, outer, inner, uv, Color.white, m);
- }
- }
- }
-
- ///
- /// Sprite selection callback.
- ///
-
- void SelectSprite (string spriteName)
- {
- NGUIEditorTools.RegisterUndo("Font Sprite", mFont);
- mFont.spriteName = spriteName;
- Repaint();
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs.meta
deleted file mode 100644
index 476e442..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIFontInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: a1bf769ed077fac4b821591f35174d8a
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs
deleted file mode 100644
index bf35ed3..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs
+++ /dev/null
@@ -1,339 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-///
-/// Font maker lets you create font prefabs with a single click of a button.
-///
-
-public class UIFontMaker : EditorWindow
-{
- enum FontType
- {
- Bitmap,
- Dynamic,
- }
-
- FontType mType = FontType.Bitmap;
-
- ///
- /// Update all labels associated with this font.
- ///
-
- void MarkAsChanged ()
- {
- if (NGUISettings.font != null)
- {
- List labels = NGUIEditorTools.FindInScene();
-
- foreach (UILabel lbl in labels)
- {
- if (lbl.font == NGUISettings.font)
- {
- lbl.font = null;
- lbl.font = NGUISettings.font;
- }
- }
- }
- }
-
- ///
- /// Font selection callback.
- ///
-
- void OnSelectFont (MonoBehaviour obj)
- {
- NGUISettings.font = obj as UIFont;
- Repaint();
- }
-
- ///
- /// Atlas selection callback.
- ///
-
- void OnSelectAtlas (MonoBehaviour obj)
- {
- NGUISettings.atlas = obj as UIAtlas;
- Repaint();
- }
-
- ///
- /// Refresh the window on selection.
- ///
-
- void OnSelectionChange () { Repaint(); }
-
- ///
- /// Draw the UI for this tool.
- ///
-
- void OnGUI ()
- {
- string prefabPath = "";
- string matPath = "";
-
- if (NGUISettings.font != null && NGUISettings.font.name == NGUISettings.fontName)
- {
- prefabPath = AssetDatabase.GetAssetPath(NGUISettings.font.gameObject.GetInstanceID());
- if (NGUISettings.font.material != null) matPath = AssetDatabase.GetAssetPath(NGUISettings.font.material.GetInstanceID());
- }
-
- // Assume default values if needed
- if (string.IsNullOrEmpty(NGUISettings.fontName)) NGUISettings.fontName = "New Font";
- if (string.IsNullOrEmpty(prefabPath)) prefabPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.fontName + ".prefab";
- if (string.IsNullOrEmpty(matPath)) matPath = NGUIEditorTools.GetSelectionFolder() + NGUISettings.fontName + ".mat";
-
- EditorGUIUtility.LookLikeControls(80f);
- NGUIEditorTools.DrawHeader("Input");
-
- GUILayout.BeginHorizontal();
- mType = (FontType)EditorGUILayout.EnumPopup("Type", mType);
- GUILayout.Space(18f);
- GUILayout.EndHorizontal();
- int create = 0;
-
- if (mType == FontType.Dynamic)
- {
- NGUISettings.dynamicFont = EditorGUILayout.ObjectField("Font TTF", NGUISettings.dynamicFont, typeof(Font), false) as Font;
-
- GUILayout.BeginHorizontal();
- NGUISettings.dynamicFontSize = EditorGUILayout.IntField("Font Size", NGUISettings.dynamicFontSize, GUILayout.Width(120f));
- NGUISettings.dynamicFontStyle = (FontStyle)EditorGUILayout.EnumPopup(NGUISettings.dynamicFontStyle);
- GUILayout.Space(18f);
- GUILayout.EndHorizontal();
-
- if (NGUISettings.dynamicFont != null)
- {
- NGUIEditorTools.DrawHeader("Output");
-
- GUILayout.BeginHorizontal();
- GUILayout.Label("Font Name", GUILayout.Width(76f));
- GUI.backgroundColor = Color.white;
- NGUISettings.fontName = GUILayout.TextField(NGUISettings.fontName);
- GUILayout.EndHorizontal();
- }
- NGUIEditorTools.DrawSeparator();
-
-#if UNITY_3_5
- EditorGUILayout.HelpBox("Dynamic fonts require Unity 4.0 or higher.", MessageType.Error);
-#else
- // Helpful info
- if (NGUISettings.dynamicFont == null)
- {
- EditorGUILayout.HelpBox("Dynamic font creation happens right in Unity. Simply specify the TrueType font to be used as source.", MessageType.Info);
- }
- EditorGUILayout.HelpBox("Please note that dynamic fonts can't be made a part of an atlas, and they will always be drawn in a separate draw call. You WILL need to adjust transform position's Z rather than depth!", MessageType.Warning);
-
- if (NGUISettings.dynamicFont != null)
- {
- NGUIEditorTools.DrawSeparator();
-
- GUILayout.BeginHorizontal();
- GUILayout.FlexibleSpace();
- GUI.backgroundColor = Color.green;
-
- GameObject go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
-
- if (go != null)
- {
- if (go.GetComponent() != null)
- {
- GUI.backgroundColor = Color.red;
- if (GUILayout.Button("Replace the Font", GUILayout.Width(140f))) create = 1;
- }
- else
- {
- GUI.backgroundColor = Color.grey;
- GUILayout.Button("Rename Your Font", GUILayout.Width(140f));
- }
- }
- else
- {
- GUI.backgroundColor = Color.green;
- if (GUILayout.Button("Create the Font", GUILayout.Width(140f))) create = 1;
- }
-
- GUI.backgroundColor = Color.white;
- GUILayout.FlexibleSpace();
- GUILayout.EndHorizontal();
- }
-#endif
- }
- else
- {
- NGUISettings.fontData = EditorGUILayout.ObjectField("Font Data", NGUISettings.fontData, typeof(TextAsset), false) as TextAsset;
- NGUISettings.fontTexture = EditorGUILayout.ObjectField("Texture", NGUISettings.fontTexture, typeof(Texture2D), false) as Texture2D;
-
- // Draw the atlas selection only if we have the font data and texture specified, just to make it easier
- if (NGUISettings.fontData != null && NGUISettings.fontTexture != null)
- {
- NGUIEditorTools.DrawHeader("Output");
-
- GUILayout.BeginHorizontal();
- GUILayout.Label("Font Name", GUILayout.Width(76f));
- GUI.backgroundColor = Color.white;
- NGUISettings.fontName = GUILayout.TextField(NGUISettings.fontName);
- GUILayout.EndHorizontal();
-
- ComponentSelector.Draw("Select", NGUISettings.font, OnSelectFont);
- ComponentSelector.Draw(NGUISettings.atlas, OnSelectAtlas);
- }
- NGUIEditorTools.DrawSeparator();
-
- // Helpful info
- if (NGUISettings.fontData == null)
- {
- EditorGUILayout.HelpBox("The bitmap font creation mostly takes place outside of Unity. You can use BMFont on " +
- "Windows or your choice of Glyph Designer or the less expensive bmGlyph on the Mac.\n\n" +
- "Either of these tools will create a FNT file for you that you will drag & drop into the field above.", MessageType.Info);
- }
- else if (NGUISettings.fontTexture == null)
- {
- EditorGUILayout.HelpBox("When exporting your font, you should get two files: the TXT, and the texture. Only one texture can be used per font.", MessageType.Info);
- }
- else if (NGUISettings.atlas == null)
- {
- EditorGUILayout.HelpBox("You can create a font that doesn't use a texture atlas. This will mean that the text " +
- "labels using this font will generate an extra draw call, and will need to be sorted by " +
- "adjusting the Z instead of the Depth.\n\nIf you do specify an atlas, the font's texture will be added to it automatically.", MessageType.Info);
-
- NGUIEditorTools.DrawSeparator();
-
- GUILayout.BeginHorizontal();
- GUILayout.FlexibleSpace();
- GUI.backgroundColor = Color.red;
- if (GUILayout.Button("Create a Font without an Atlas", GUILayout.Width(200f))) create = 2;
- GUI.backgroundColor = Color.white;
- GUILayout.FlexibleSpace();
- GUILayout.EndHorizontal();
- }
- else
- {
- GUILayout.BeginHorizontal();
- GUILayout.FlexibleSpace();
-
- GameObject go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
-
- if (go != null)
- {
- if (go.GetComponent() != null)
- {
- GUI.backgroundColor = Color.red;
- if (GUILayout.Button("Replace the Font", GUILayout.Width(140f))) create = 3;
- }
- else
- {
- GUI.backgroundColor = Color.grey;
- GUILayout.Button("Rename Your Font", GUILayout.Width(140f));
- }
- }
- else
- {
- GUI.backgroundColor = Color.green;
- if (GUILayout.Button("Create the Font", GUILayout.Width(140f))) create = 3;
- }
- GUI.backgroundColor = Color.white;
- GUILayout.FlexibleSpace();
- GUILayout.EndHorizontal();
- }
- }
-
- if (create != 0)
- {
- GameObject go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
-
- if (go == null || EditorUtility.DisplayDialog("Are you sure?", "Are you sure you want to replace the contents of the " +
- NGUISettings.fontName + " font with the currently selected values? This action can't be undone.", "Yes", "No"))
- {
- // Try to load the material
- Material mat = null;
-
- // Non-atlased font
- if (create == 2)
- {
- mat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material;
-
- // If the material doesn't exist, create it
- if (mat == null)
- {
- Shader shader = Shader.Find("Unlit/Transparent Colored");
- mat = new Material(shader);
-
- // Save the material
- AssetDatabase.CreateAsset(mat, matPath);
- AssetDatabase.Refresh();
-
- // Load the material so it's usable
- mat = AssetDatabase.LoadAssetAtPath(matPath, typeof(Material)) as Material;
- }
- mat.mainTexture = NGUISettings.fontTexture;
- }
- else if (create != 1)
- {
- UIAtlasMaker.AddOrUpdate(NGUISettings.atlas, NGUISettings.fontTexture);
- }
-
- // Font doesn't exist yet
- if (go == null || go.GetComponent() == null)
- {
- // Create a new prefab for the atlas
- Object prefab = PrefabUtility.CreateEmptyPrefab(prefabPath);
-
- // Create a new game object for the font
- go = new GameObject(NGUISettings.fontName);
- NGUISettings.font = go.AddComponent();
- CreateFont(NGUISettings.font, create, mat);
-
- // Update the prefab
- PrefabUtility.ReplacePrefab(go, prefab);
- DestroyImmediate(go);
- AssetDatabase.Refresh();
-
- // Select the atlas
- go = AssetDatabase.LoadAssetAtPath(prefabPath, typeof(GameObject)) as GameObject;
- NGUISettings.font = go.GetComponent();
- }
- else
- {
- NGUISettings.font = go.GetComponent();
- CreateFont(NGUISettings.font, create, mat);
- }
- MarkAsChanged();
- }
- }
- }
-
- static void CreateFont (UIFont font, int create, Material mat)
- {
- if (create == 1)
- {
- // New dynamic font
- font.atlas = null;
- font.dynamicFont = NGUISettings.dynamicFont;
- font.dynamicFontSize = NGUISettings.dynamicFontSize;
- font.dynamicFontStyle = NGUISettings.dynamicFontStyle;
- }
- else
- {
- // New bitmap font
- font.dynamicFont = null;
- BMFontReader.Load(font.bmFont, NGUITools.GetHierarchy(font.gameObject), NGUISettings.fontData.bytes);
-
- if (create == 2)
- {
- font.atlas = null;
- font.material = mat;
- }
- else if (create == 3)
- {
- font.spriteName = NGUISettings.fontTexture.name;
- font.atlas = NGUISettings.atlas;
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs.meta
deleted file mode 100644
index be57bb7..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIFontMaker.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: e14f05c1fecce3c489e85a9d53b8c9a5
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs
deleted file mode 100644
index cc1806a..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs
+++ /dev/null
@@ -1,91 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-///
-/// Inspector class used to edit UISprites.
-///
-
-[CustomEditor(typeof(UIImageButton))]
-public class UIImageButtonInspector : Editor
-{
- UIImageButton mButton;
- UISprite mSprite;
-
- ///
- /// Atlas selection callback.
- ///
-
- void OnSelectAtlas (MonoBehaviour obj)
- {
- if (mButton.target != null)
- {
- NGUIEditorTools.RegisterUndo("Atlas Selection", mButton.target);
- mButton.target.atlas = obj as UIAtlas;
- mButton.target.MakePixelPerfect();
- }
- }
-
- public override void OnInspectorGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
- mButton = target as UIImageButton;
- mSprite = EditorGUILayout.ObjectField("Sprite", mButton.target, typeof(UISprite), true) as UISprite;
-
- if (mButton.target != mSprite)
- {
- NGUIEditorTools.RegisterUndo("Image Button Change", mButton);
- mButton.target = mSprite;
- if (mSprite != null) mSprite.spriteName = mButton.normalSprite;
- }
-
- if (mSprite != null)
- {
- ComponentSelector.Draw(mSprite.atlas, OnSelectAtlas);
-
- if (mSprite.atlas != null)
- {
- NGUIEditorTools.SpriteField("Normal", mSprite.atlas, mButton.normalSprite, OnNormal);
- NGUIEditorTools.SpriteField("Hover", mSprite.atlas, mButton.hoverSprite, OnHover);
- NGUIEditorTools.SpriteField("Pressed", mSprite.atlas, mButton.pressedSprite, OnPressed);
- NGUIEditorTools.SpriteField("Disabled", mSprite.atlas, mButton.disabledSprite, OnDisabled);
- }
- }
- }
-
- void OnNormal (string spriteName)
- {
- NGUIEditorTools.RegisterUndo("Image Button Change", mButton, mButton.gameObject, mSprite);
- mButton.normalSprite = spriteName;
- mSprite.spriteName = spriteName;
- mSprite.MakePixelPerfect();
- if (mButton.collider == null || (mButton.collider is BoxCollider)) NGUITools.AddWidgetCollider(mButton.gameObject);
- Repaint();
- }
-
- void OnHover (string spriteName)
- {
- NGUIEditorTools.RegisterUndo("Image Button Change", mButton, mButton.gameObject, mSprite);
- mButton.hoverSprite = spriteName;
- Repaint();
- }
-
- void OnPressed (string spriteName)
- {
- NGUIEditorTools.RegisterUndo("Image Button Change", mButton, mButton.gameObject, mSprite);
- mButton.pressedSprite = spriteName;
- Repaint();
- }
-
- void OnDisabled(string spriteName)
- {
- NGUIEditorTools.RegisterUndo("Image Button Change", mButton, mButton.gameObject, mSprite);
- mButton.disabledSprite = spriteName;
- Repaint();
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs.meta
deleted file mode 100644
index d9087bf..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIImageButtonInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 8a405728ee80ddd458732a8e2ac86dff
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs
deleted file mode 100644
index 16fb8f2..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs
+++ /dev/null
@@ -1,134 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System;
-
-///
-/// Inspector class used to edit UILabels.
-///
-
-[CustomEditor(typeof(UILabel))]
-public class UILabelInspector : UIWidgetInspector
-{
- UILabel mLabel;
-
- ///
- /// Register an Undo command with the Unity editor.
- ///
-
- void RegisterUndo () { NGUIEditorTools.RegisterUndo("Label Change", mLabel); }
-
- ///
- /// Font selection callback.
- ///
-
- void OnSelectFont (MonoBehaviour obj)
- {
- if (mLabel != null)
- {
- NGUIEditorTools.RegisterUndo("Font Selection", mLabel);
- bool resize = (mLabel.font == null);
- mLabel.font = obj as UIFont;
- if (resize) mLabel.MakePixelPerfect();
- }
- }
-
- protected override bool DrawProperties ()
- {
- mLabel = mWidget as UILabel;
- ComponentSelector.Draw(mLabel.font, OnSelectFont);
-
- if (mLabel.font != null)
- {
- GUI.skin.textArea.wordWrap = true;
- string text = string.IsNullOrEmpty(mLabel.text) ? "" : mLabel.text;
- text = EditorGUILayout.TextArea(mLabel.text, GUI.skin.textArea, GUILayout.Height(100f));
- if (!text.Equals(mLabel.text)) { RegisterUndo(); mLabel.text = text; }
-
- GUILayout.BeginHorizontal();
- int len = EditorGUILayout.IntField("Max Width", mLabel.lineWidth, GUILayout.Width(120f));
- GUILayout.Label("pixels");
- GUILayout.EndHorizontal();
- if (len != mLabel.lineWidth && len >= 0f) { RegisterUndo(); mLabel.lineWidth = len; }
-
- GUILayout.BeginHorizontal();
- len = EditorGUILayout.IntField("Max Height", mLabel.lineHeight, GUILayout.Width(120f));
- GUILayout.Label("pixels");
- GUILayout.EndHorizontal();
- if (len != mLabel.lineHeight && len >= 0f) { RegisterUndo(); mLabel.lineHeight = len; }
-
- int count = EditorGUILayout.IntField("Max Lines", mLabel.maxLineCount, GUILayout.Width(100f));
- if (count != mLabel.maxLineCount) { RegisterUndo(); mLabel.maxLineCount = count; }
-
- GUILayout.BeginHorizontal();
- bool shrinkToFit = EditorGUILayout.Toggle("Shrink to Fit", mLabel.shrinkToFit, GUILayout.Width(100f));
- GUILayout.Label("- adjust scale to fit");
- GUILayout.EndHorizontal();
-
- if (shrinkToFit != mLabel.shrinkToFit)
- {
- RegisterUndo();
- mLabel.shrinkToFit = shrinkToFit;
- if (!shrinkToFit) mLabel.MakePixelPerfect();
- }
-
- // Only input fields need this setting exposed, and they have their own "is password" setting, so hiding it here.
- //GUILayout.BeginHorizontal();
- //bool password = EditorGUILayout.Toggle("Password", mLabel.password, GUILayout.Width(100f));
- //GUILayout.Label("- hide characters");
- //GUILayout.EndHorizontal();
- //if (password != mLabel.password) { RegisterUndo(); mLabel.password = password; }
-
- GUILayout.BeginHorizontal();
- bool encoding = EditorGUILayout.Toggle("Encoding", mLabel.supportEncoding, GUILayout.Width(100f));
- GUILayout.Label("- use emoticons and colors");
- GUILayout.EndHorizontal();
- if (encoding != mLabel.supportEncoding) { RegisterUndo(); mLabel.supportEncoding = encoding; }
-
- //GUILayout.EndHorizontal();
-
- if (encoding && mLabel.font.hasSymbols)
- {
- UIFont.SymbolStyle sym = (UIFont.SymbolStyle)EditorGUILayout.EnumPopup("Symbols", mLabel.symbolStyle, GUILayout.Width(170f));
- if (sym != mLabel.symbolStyle) { RegisterUndo(); mLabel.symbolStyle = sym; }
- }
-
- GUILayout.BeginHorizontal();
- {
- UILabel.Effect effect = (UILabel.Effect)EditorGUILayout.EnumPopup("Effect", mLabel.effectStyle, GUILayout.Width(170f));
- if (effect != mLabel.effectStyle) { RegisterUndo(); mLabel.effectStyle = effect; }
-
- if (effect != UILabel.Effect.None)
- {
- Color c = EditorGUILayout.ColorField(mLabel.effectColor);
- if (mLabel.effectColor != c) { RegisterUndo(); mLabel.effectColor = c; }
- }
- }
- GUILayout.EndHorizontal();
-
- if (mLabel.effectStyle != UILabel.Effect.None)
- {
- GUILayout.Label("Distance", GUILayout.Width(70f));
- GUILayout.Space(-34f);
- GUILayout.BeginHorizontal();
- GUILayout.Space(70f);
- Vector2 offset = EditorGUILayout.Vector2Field("", mLabel.effectDistance);
- GUILayout.Space(20f);
-
- if (offset != mLabel.effectDistance)
- {
- RegisterUndo();
- mLabel.effectDistance = offset;
- }
- GUILayout.EndHorizontal();
- }
- return true;
- }
- EditorGUILayout.Space();
- return false;
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs.meta
deleted file mode 100644
index e15f5c9..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UILabelInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 04cb63f7bb5b23f4faa0e2bc480e77c8
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs
deleted file mode 100644
index d7809f0..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs
+++ /dev/null
@@ -1,262 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-[CustomEditor(typeof(UIPanel))]
-public class UIPanelInspector : Editor
-{
- ///
- /// Handles & interaction.
- ///
-
- public void OnSceneGUI ()
- {
- //Tools.current = Tool.View;
-
- Event e = Event.current;
-
- switch (e.type)
- {
- case EventType.MouseUp:
- {
- UIPanel panel = target as UIPanel;
- BetterList widgets = UIWidgetInspector.SceneViewRaycast(panel, e.mousePosition);
- if (widgets.size > 0) Selection.activeGameObject = widgets[0].gameObject;
- }
- break;
-
- case EventType.KeyDown:
- {
- if (e.keyCode == KeyCode.Escape)
- {
- Tools.current = Tool.Move;
- Selection.activeGameObject = null;
- e.Use();
- }
- }
- break;
- }
- }
-
- ///
- /// Draw the inspector widget.
- ///
-
- public override void OnInspectorGUI ()
- {
- UIPanel panel = target as UIPanel;
- BetterList drawcalls = panel.drawCalls;
- drawcalls.Sort(delegate(UIDrawCall w1, UIDrawCall w2) { return w1.depth.CompareTo(w2.depth); });
- EditorGUIUtility.LookLikeControls(80f);
-
- //NGUIEditorTools.DrawSeparator();
- EditorGUILayout.Space();
-
- float alpha = EditorGUILayout.Slider("Alpha", panel.alpha, 0f, 1f);
-
- if (alpha != panel.alpha)
- {
- NGUIEditorTools.RegisterUndo("Panel Alpha", panel);
- panel.alpha = alpha;
- }
-
- GUILayout.BeginHorizontal();
- bool norms = EditorGUILayout.Toggle("Normals", panel.generateNormals, GUILayout.Width(100f));
- GUILayout.Label("Needed for lit shaders");
- GUILayout.EndHorizontal();
-
- if (panel.generateNormals != norms)
- {
- panel.generateNormals = norms;
- panel.UpdateDrawcalls();
- EditorUtility.SetDirty(panel);
- }
-
- // No one seems to know how to use this properly correctly. Solution? Removing it.
- // If you know wtf you're doing, you're welcome to uncomment it.
-
- //GUILayout.BeginHorizontal();
- //bool depth = EditorGUILayout.Toggle("Depth Pass", panel.depthPass, GUILayout.Width(100f));
- //GUILayout.Label("Doubles draw calls, saves fillrate");
- //GUILayout.EndHorizontal();
-
- //if (panel.depthPass != depth)
- //{
- // panel.depthPass = depth;
- // panel.UpdateDrawcalls();
- // EditorUtility.SetDirty(panel);
- //}
-
- //if (depth)
- //{
- // UICamera cam = UICamera.FindCameraForLayer(panel.gameObject.layer);
-
- // if (cam == null || cam.camera.isOrthoGraphic)
- // {
- // EditorGUILayout.HelpBox("Please note that depth pass will only save fillrate when used with 3D UIs, and only UIs drawn by the game camera. If you are using a separate camera for the UI, you will not see any benefit!", MessageType.Warning);
- // }
- //}
-
- GUILayout.BeginHorizontal();
- bool sort = EditorGUILayout.Toggle("Depth Sort", panel.sortByDepth, GUILayout.Width(100f));
- GUILayout.Label("Sort widgets by depth (ignore Z)");
- GUILayout.EndHorizontal();
-
- if (panel.sortByDepth != sort)
- {
- panel.sortByDepth = sort;
- panel.UpdateDrawcalls();
- EditorUtility.SetDirty(panel);
- }
-
- if (!sort)
- {
- EditorGUILayout.HelpBox("Keep the 'Depth Sort' flag turned on, unless you are working with a UI created prior to NGUI 2.7.0 and want to sort by Z in addition to Depth.", MessageType.Warning);
- }
-
- GUILayout.BeginHorizontal();
- bool cull = EditorGUILayout.Toggle("Cull", panel.cullWhileDragging, GUILayout.Width(100f));
- GUILayout.Label("Cull widgets while dragging them");
- GUILayout.EndHorizontal();
-
- if (panel.cullWhileDragging != cull)
- {
- panel.cullWhileDragging = cull;
- panel.UpdateDrawcalls();
- EditorUtility.SetDirty(panel);
- }
-
- GUILayout.BeginHorizontal();
- bool stat = EditorGUILayout.Toggle("Static", panel.widgetsAreStatic, GUILayout.Width(100f));
- GUILayout.Label("Check if widgets won't move");
- GUILayout.EndHorizontal();
-
- if (panel.widgetsAreStatic != stat)
- {
- panel.widgetsAreStatic = stat;
- panel.UpdateDrawcalls();
- EditorUtility.SetDirty(panel);
- }
-
- if (stat)
- {
- EditorGUILayout.HelpBox("Only mark the panel as 'static' if you know FOR CERTAIN that the widgets underneath will not move, rotate, or scale. Doing this improves performance, but moving widgets around will have no effect.", MessageType.Warning);
- }
-
- if (panel.showInPanelTool != EditorGUILayout.Toggle("Panel Tool", panel.showInPanelTool))
- {
- panel.showInPanelTool = !panel.showInPanelTool;
- EditorUtility.SetDirty(panel);
- EditorWindow.FocusWindowIfItsOpen();
- }
-
- UIPanel.DebugInfo di = (UIPanel.DebugInfo)EditorGUILayout.EnumPopup("Debug Info", panel.debugInfo);
-
- if (panel.debugInfo != di)
- {
- panel.debugInfo = di;
- EditorUtility.SetDirty(panel);
- }
-
- UIDrawCall.Clipping clipping = (UIDrawCall.Clipping)EditorGUILayout.EnumPopup("Clipping", panel.clipping);
-
- if (panel.clipping != clipping)
- {
- panel.clipping = clipping;
- EditorUtility.SetDirty(panel);
- }
-
- if (panel.clipping != UIDrawCall.Clipping.None)
- {
- Vector4 range = panel.clipRange;
-
- GUILayout.BeginHorizontal();
- GUILayout.Space(80f);
- Vector2 pos = EditorGUILayout.Vector2Field("Center", new Vector2(range.x, range.y));
- GUILayout.EndHorizontal();
-
- GUILayout.BeginHorizontal();
- GUILayout.Space(80f);
- Vector2 size = EditorGUILayout.Vector2Field("Size", new Vector2(range.z, range.w));
- GUILayout.EndHorizontal();
-
- if (size.x < 0f) size.x = 0f;
- if (size.y < 0f) size.y = 0f;
-
- range.x = pos.x;
- range.y = pos.y;
- range.z = size.x;
- range.w = size.y;
-
- if (panel.clipRange != range)
- {
- NGUIEditorTools.RegisterUndo("Clipping Change", panel);
- panel.clipRange = range;
- EditorUtility.SetDirty(panel);
- }
-
- if (panel.clipping == UIDrawCall.Clipping.SoftClip)
- {
- GUILayout.BeginHorizontal();
- GUILayout.Space(80f);
- Vector2 soft = EditorGUILayout.Vector2Field("Softness", panel.clipSoftness);
- GUILayout.EndHorizontal();
-
- if (soft.x < 1f) soft.x = 1f;
- if (soft.y < 1f) soft.y = 1f;
-
- if (panel.clipSoftness != soft)
- {
- NGUIEditorTools.RegisterUndo("Clipping Change", panel);
- panel.clipSoftness = soft;
- EditorUtility.SetDirty(panel);
- }
- }
-
-#if !UNITY_3_5 && !UNITY_4_0 && (UNITY_ANDROID || UNITY_IPHONE || UNITY_WP8 || UNITY_BLACKBERRY)
- if (PlayerSettings.targetGlesGraphics == TargetGlesGraphics.OpenGLES_1_x)
- {
- EditorGUILayout.HelpBox("Clipping requires shader support!\n\nOpen File -> Build Settings -> Player Settings -> Other Settings, then set:\n\n- Graphics Level: OpenGL ES 2.0.", MessageType.Error);
- }
-#endif
- }
-
- if (clipping == UIDrawCall.Clipping.HardClip)
- {
- EditorGUILayout.HelpBox("Hard clipping has been removed due to major performance issues on certain Android devices. Alpha clipping will be used instead.", MessageType.Warning);
- }
-
- if (clipping != UIDrawCall.Clipping.None && !NGUIEditorTools.IsUniform(panel.transform.lossyScale))
- {
- EditorGUILayout.HelpBox("Clipped panels must have a uniform scale, or clipping won't work properly!", MessageType.Error);
-
- if (GUILayout.Button("Auto-fix"))
- {
- NGUIEditorTools.FixUniform(panel.gameObject);
- }
- }
-
- if (panel.drawCalls.size > 0 && NGUIEditorTools.DrawHeader(panel.drawCalls.size + " draw calls from " + panel.widgets.size + " widgets", "DrawCalls"))
- {
- NGUIEditorTools.BeginContents();
-
- foreach (UIDrawCall dc in drawcalls)
- {
- EditorGUILayout.ObjectField("Material", dc.material, typeof(Material), false);
- EditorGUILayout.LabelField("Triangles", dc.triangles.ToString());
-
- if (clipping != UIDrawCall.Clipping.None && !dc.isClipped)
- {
- EditorGUILayout.HelpBox("You must switch this material's shader to Unlit/Transparent Colored or Unlit/Premultiplied Colored in order for clipping to work.",
- MessageType.Warning);
- }
- }
- NGUIEditorTools.EndContents();
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs.meta
deleted file mode 100644
index ebba2d8..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 0b826b69ae58db24e94e9e2441b5bde8
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs
deleted file mode 100644
index 9bad1dc..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs
+++ /dev/null
@@ -1,286 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEditor;
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Panel wizard that allows enabling / disabling and selecting panels in the scene.
-///
-
-public class UIPanelTool : EditorWindow
-{
- class Entry
- {
- public UIPanel panel;
- public bool isEnabled = false;
- public bool widgetsEnabled = false;
- public List widgets = new List();
- }
-
- static int Compare (Entry a, Entry b) { return string.Compare(a.panel.name, b.panel.name); }
-
- Vector2 mScroll = Vector2.zero;
-
- ///
- /// Refresh the window on selection.
- ///
-
- void OnSelectionChange () { Repaint(); }
-
- ///
- /// Collect a list of panels.
- ///
-
- static List GetListOfPanels ()
- {
- List panels = NGUIEditorTools.FindInScene();
-
- for (int i = panels.Count; i > 0; )
- {
- if (!panels[--i].showInPanelTool)
- {
- panels.RemoveAt(i);
- }
- }
- return panels;
- }
-
- ///
- /// Get a list of widgets managed by the specified transform's children.
- ///
-
- static void GetWidgets (Transform t, List widgets)
- {
- for (int i = 0; i < t.childCount; ++i)
- {
- Transform child = t.GetChild(i);
- UIWidget w = child.GetComponent();
- if (w != null) widgets.Add(w);
- else if (child.GetComponent() == null) GetWidgets(child, widgets);
- }
- }
-
- ///
- /// Get a list of widgets managed by the specified panel.
- ///
-
- static List GetWidgets (UIPanel panel)
- {
- List widgets = new List();
- if (panel != null) GetWidgets(panel.transform, widgets);
- return widgets;
- }
-
- ///
- /// Activate or deactivate the children of the specified transform recursively.
- ///
-
- static void SetActiveState (Transform t, bool state)
- {
- for (int i = 0; i < t.childCount; ++i)
- {
- Transform child = t.GetChild(i);
- //if (child.GetComponent() != null) continue;
-
- if (state)
- {
- NGUITools.SetActiveSelf(child.gameObject, true);
- SetActiveState(child, true);
- }
- else
- {
- SetActiveState(child, false);
- NGUITools.SetActiveSelf(child.gameObject, false);
- }
- EditorUtility.SetDirty(child.gameObject);
- }
- }
-
- ///
- /// Activate or deactivate the specified panel and all of its children.
- ///
-
- static void SetActiveState (UIPanel panel, bool state)
- {
- if (state)
- {
- NGUITools.SetActiveSelf(panel.gameObject, true);
- SetActiveState(panel.transform, true);
- }
- else
- {
- SetActiveState(panel.transform, false);
- NGUITools.SetActiveSelf(panel.gameObject, false);
- }
- EditorUtility.SetDirty(panel.gameObject);
- }
-
- ///
- /// Draw the custom wizard.
- ///
-
- void OnGUI ()
- {
- List panels = GetListOfPanels();
-
- if (panels != null && panels.Count > 0)
- {
- UIPanel selectedPanel = NGUITools.FindInParents(Selection.activeGameObject);
-
- // First, collect a list of panels with their associated widgets
- List entries = new List();
- Entry selectedEntry = null;
- bool allEnabled = true;
-
- foreach (UIPanel panel in panels)
- {
- Entry ent = new Entry();
- ent.panel = panel;
- ent.widgets = GetWidgets(panel);
- ent.isEnabled = panel.enabled && NGUITools.GetActive(panel.gameObject);
- ent.widgetsEnabled = ent.isEnabled;
-
- if (ent.widgetsEnabled)
- {
- foreach (UIWidget w in ent.widgets)
- {
- if (!NGUITools.GetActive(w.gameObject))
- {
- allEnabled = false;
- ent.widgetsEnabled = false;
- break;
- }
- }
- }
- else allEnabled = false;
- entries.Add(ent);
- }
-
- // Sort the list alphabetically
- entries.Sort(Compare);
-
- EditorGUIUtility.LookLikeControls(80f);
- bool showAll = DrawRow(null, null, allEnabled);
- NGUIEditorTools.DrawSeparator();
-
- mScroll = GUILayout.BeginScrollView(mScroll);
-
- foreach (Entry ent in entries)
- {
- if (DrawRow(ent, selectedPanel, ent.widgetsEnabled))
- {
- selectedEntry = ent;
- }
- }
- GUILayout.EndScrollView();
-
- if (showAll)
- {
- foreach (Entry ent in entries)
- {
- SetActiveState(ent.panel, !allEnabled);
- }
- }
- else if (selectedEntry != null)
- {
- SetActiveState(selectedEntry.panel, !selectedEntry.widgetsEnabled);
- }
- }
- else
- {
- GUILayout.Label("No UI Panels found in the scene");
- }
- }
-
- ///
- /// Helper function used to print things in columns.
- ///
-
- bool DrawRow (Entry ent, UIPanel selected, bool isChecked)
- {
- bool retVal = false;
- string panelName, layer, widgetCount, drawCalls, clipping;
-
- if (ent != null)
- {
- panelName = ent.panel.name;
- layer = LayerMask.LayerToName(ent.panel.gameObject.layer);
- widgetCount = ent.widgets.Count.ToString();
- drawCalls = ent.panel.drawCalls.size.ToString();
- clipping = (ent.panel.clipping != UIDrawCall.Clipping.None) ? "Yes" : "";
- }
- else
- {
- panelName = "Panel's Name";
- layer = "Layer";
- widgetCount = "WG";
- drawCalls = "DC";
- clipping = "Clip";
- }
-
- if (ent != null) GUILayout.Space(-1f);
-
- if (ent != null)
- {
- GUI.backgroundColor = ent.panel == selected ? Color.white : new Color(0.8f, 0.8f, 0.8f);
- GUILayout.BeginHorizontal("AS TextArea", GUILayout.MinHeight(20f));
- GUI.backgroundColor = Color.white;
- }
- else
- {
- GUILayout.BeginHorizontal();
- }
-
- GUI.contentColor = (ent == null || ent.isEnabled) ? Color.white : new Color(0.7f, 0.7f, 0.7f);
- if (isChecked != EditorGUILayout.Toggle(isChecked, GUILayout.Width(20f))) retVal = true;
-
- if (GUILayout.Button(panelName, EditorStyles.label, GUILayout.MinWidth(100f)))
- {
- if (ent != null)
- {
- Selection.activeGameObject = ent.panel.gameObject;
- EditorUtility.SetDirty(ent.panel.gameObject);
- }
- }
-
- GUILayout.Label(layer, GUILayout.Width(ent == null ? 65f : 70f));
- GUILayout.Label(widgetCount, GUILayout.Width(30f));
- GUILayout.Label(drawCalls, GUILayout.Width(30f));
- GUILayout.Label(clipping, GUILayout.Width(30f));
-
- if (ent == null)
- {
- GUILayout.Label("Stc", GUILayout.Width(24f));
- GUILayout.Label("Giz", GUILayout.Width(24f));
- }
- else
- {
- bool val = ent.panel.widgetsAreStatic;
-
- if (val != EditorGUILayout.Toggle(val, GUILayout.Width(20f)))
- {
- ent.panel.widgetsAreStatic = !val;
- EditorUtility.SetDirty(ent.panel.gameObject);
-#if !UNITY_3_5
- if (NGUITransformInspector.instance != null)
- NGUITransformInspector.instance.Repaint();
-#endif
- }
-
- val = (ent.panel.debugInfo == UIPanel.DebugInfo.Gizmos);
-
- if (val != EditorGUILayout.Toggle(val, GUILayout.Width(20f)))
- {
- ent.panel.debugInfo = val ? UIPanel.DebugInfo.None : UIPanel.DebugInfo.Gizmos;
- EditorUtility.SetDirty(ent.panel.gameObject);
- }
- }
- GUI.contentColor = Color.white;
- GUILayout.EndHorizontal();
- return retVal;
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs.meta
deleted file mode 100644
index 63fda8c..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIPanelTool.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: c8ec094592868d540af38cb278cc80ce
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs
deleted file mode 100644
index 19de2b4..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs
+++ /dev/null
@@ -1,176 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-///
-/// Inspector class used to edit UIPopupLists.
-///
-
-[CustomEditor(typeof(UIPopupList))]
-public class UIPopupListInspector : Editor
-{
- UIPopupList mList;
-
- void RegisterUndo ()
- {
- NGUIEditorTools.RegisterUndo("Popup List Change", mList);
- }
-
- void OnSelectAtlas (MonoBehaviour obj)
- {
- RegisterUndo();
- mList.atlas = obj as UIAtlas;
- }
-
- void OnSelectFont (MonoBehaviour obj)
- {
- RegisterUndo();
- mList.font = obj as UIFont;
- }
-
- void OnBackground (string spriteName)
- {
- RegisterUndo();
- mList.backgroundSprite = spriteName;
- Repaint();
- }
-
- void OnHighlight (string spriteName)
- {
- RegisterUndo();
- mList.highlightSprite = spriteName;
- Repaint();
- }
-
- public override void OnInspectorGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
- mList = target as UIPopupList;
-
- ComponentSelector.Draw(mList.atlas, OnSelectAtlas);
- ComponentSelector.Draw(mList.font, OnSelectFont);
-
- GUILayout.BeginHorizontal();
- UILabel lbl = EditorGUILayout.ObjectField("Text Label", mList.textLabel, typeof(UILabel), true) as UILabel;
-
- if (mList.textLabel != lbl)
- {
- RegisterUndo();
- mList.textLabel = lbl;
- if (lbl != null) lbl.text = mList.selection;
- }
- GUILayout.Space(44f);
- GUILayout.EndHorizontal();
-
- if (mList.atlas != null)
- {
- NGUIEditorTools.SpriteField("Background", mList.atlas, mList.backgroundSprite, OnBackground);
- NGUIEditorTools.SpriteField("Highlight", mList.atlas, mList.highlightSprite, OnHighlight);
-
- GUILayout.BeginHorizontal();
- GUILayout.Space(6f);
- GUILayout.Label("Options");
- GUILayout.EndHorizontal();
-
- string text = "";
- foreach (string s in mList.items) text += s + "\n";
-
- GUILayout.Space(-14f);
- GUILayout.BeginHorizontal();
- GUILayout.Space(84f);
- string modified = EditorGUILayout.TextArea(text, GUILayout.Height(100f));
- GUILayout.EndHorizontal();
-
- if (modified != text)
- {
- RegisterUndo();
- string[] split = modified.Split(new char[] { '\n' }, System.StringSplitOptions.RemoveEmptyEntries);
- mList.items.Clear();
- foreach (string s in split) mList.items.Add(s);
-
- if (string.IsNullOrEmpty(mList.selection) || !mList.items.Contains(mList.selection))
- {
- mList.selection = mList.items.Count > 0 ? mList.items[0] : "";
- }
- }
-
- string sel = NGUIEditorTools.DrawList("Selection", mList.items.ToArray(), mList.selection);
-
- if (mList.selection != sel)
- {
- RegisterUndo();
- mList.selection = sel;
- }
-
- UIPopupList.Position pos = (UIPopupList.Position)EditorGUILayout.EnumPopup("Position", mList.position);
-
- if (mList.position != pos)
- {
- RegisterUndo();
- mList.position = pos;
- }
-
- float ts = EditorGUILayout.FloatField("Text Scale", mList.textScale);
- Color tc = EditorGUILayout.ColorField("Text Color", mList.textColor);
- Color bc = EditorGUILayout.ColorField("Background", mList.backgroundColor);
- Color hc = EditorGUILayout.ColorField("Highlight", mList.highlightColor);
-
- GUILayout.BeginHorizontal();
- bool isLocalized = EditorGUILayout.Toggle("Localized", mList.isLocalized, GUILayout.Width(100f));
- bool isAnimated = EditorGUILayout.Toggle("Animated", mList.isAnimated);
- GUILayout.EndHorizontal();
-
- if (mList.textScale != ts ||
- mList.textColor != tc ||
- mList.highlightColor != hc ||
- mList.backgroundColor != bc ||
- mList.isLocalized != isLocalized ||
- mList.isAnimated != isAnimated)
- {
- RegisterUndo();
- mList.textScale = ts;
- mList.textColor = tc;
- mList.backgroundColor = bc;
- mList.highlightColor = hc;
- mList.isLocalized = isLocalized;
- mList.isAnimated = isAnimated;
- }
-
- NGUIEditorTools.DrawSeparator();
-
- GUILayout.BeginHorizontal();
- GUILayout.Space(6f);
- GUILayout.Label("Padding", GUILayout.Width(76f));
- GUILayout.BeginVertical();
- GUILayout.Space(-12f);
- Vector2 padding = EditorGUILayout.Vector2Field("", mList.padding);
- GUILayout.EndVertical();
- GUILayout.EndHorizontal();
-
- if (mList.padding != padding)
- {
- RegisterUndo();
- mList.padding = padding;
- }
-
- EditorGUIUtility.LookLikeControls(100f);
-
- GameObject go = EditorGUILayout.ObjectField("Event Receiver", mList.eventReceiver,
- typeof(GameObject), true) as GameObject;
-
- string fn = EditorGUILayout.TextField("Function Name", mList.functionName);
-
- if (mList.eventReceiver != go || mList.functionName != fn)
- {
- RegisterUndo();
- mList.eventReceiver = go;
- mList.functionName = fn;
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs.meta
deleted file mode 100644
index 41c9279..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIPopupListInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: b34b6233cb2c16f46a5c82586eab2960
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs
deleted file mode 100644
index 9ecf3b8..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs
+++ /dev/null
@@ -1,49 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-
-[CustomEditor(typeof(UIScrollBar))]
-public class UIScrollBarInspector : Editor
-{
- public override void OnInspectorGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
- UIScrollBar sb = target as UIScrollBar;
-
- NGUIEditorTools.DrawSeparator();
-
- float val = EditorGUILayout.Slider("Value", sb.scrollValue, 0f, 1f);
- float size = EditorGUILayout.Slider("Size", sb.barSize, 0f, 1f);
- float alpha = EditorGUILayout.Slider("Alpha", sb.alpha, 0f, 1f);
-
- NGUIEditorTools.DrawSeparator();
-
- UISprite bg = (UISprite)EditorGUILayout.ObjectField("Background", sb.background, typeof(UISprite), true);
- UISprite fg = (UISprite)EditorGUILayout.ObjectField("Foreground", sb.foreground, typeof(UISprite), true);
- UIScrollBar.Direction dir = (UIScrollBar.Direction)EditorGUILayout.EnumPopup("Direction", sb.direction);
- bool inv = EditorGUILayout.Toggle("Inverted", sb.inverted);
-
- if (sb.scrollValue != val ||
- sb.barSize != size ||
- sb.background != bg ||
- sb.foreground != fg ||
- sb.direction != dir ||
- sb.inverted != inv ||
- sb.alpha != alpha)
- {
- NGUIEditorTools.RegisterUndo("Scroll Bar Change", sb);
- sb.scrollValue = val;
- sb.barSize = size;
- sb.inverted = inv;
- sb.background = bg;
- sb.foreground = fg;
- sb.direction = dir;
- sb.alpha = alpha;
- UnityEditor.EditorUtility.SetDirty(sb);
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs.meta
deleted file mode 100644
index b4b6ed4..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIScrollBarInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 81229f2f75daa254298ceeba4651fa0d
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs
deleted file mode 100644
index 5227fb0..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs
+++ /dev/null
@@ -1,14 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-
-///
-/// Tiled sprite is obsolete. It's only kept for backwards compatibility.
-///
-
-[CustomEditor(typeof(UISlicedSprite))]
-public class UISlicedSpriteInspector : UISpriteInspector {}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs.meta
deleted file mode 100644
index 62d8573..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UISlicedSpriteInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: bd562d91c2f5efb42b78db4216a921a5
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs
deleted file mode 100644
index f478fa6..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs
+++ /dev/null
@@ -1,111 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-
-[CustomEditor(typeof(UISlider))]
-public class UISliderInspector : Editor
-{
- void ValidatePivot (Transform fg, string name, UISlider.Direction dir)
- {
- if (fg != null)
- {
- UISprite sprite = fg.GetComponent();
-
- if (sprite != null && sprite.type != UISprite.Type.Filled)
- {
- if (dir == UISlider.Direction.Horizontal)
- {
- if (sprite.pivot != UIWidget.Pivot.Left &&
- sprite.pivot != UIWidget.Pivot.TopLeft &&
- sprite.pivot != UIWidget.Pivot.BottomLeft)
- {
- GUI.color = new Color(1f, 0.7f, 0f);
- GUILayout.Label(name + " should use a Left pivot");
- GUI.color = Color.white;
- }
- }
- else if (sprite.pivot != UIWidget.Pivot.BottomLeft &&
- sprite.pivot != UIWidget.Pivot.Bottom &&
- sprite.pivot != UIWidget.Pivot.BottomRight)
- {
- GUI.color = new Color(1f, 0.7f, 0f);
- GUILayout.Label(name + " should use a Bottom pivot");
- GUI.color = Color.white;
- }
- }
- }
- }
-
- public override void OnInspectorGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
- UISlider slider = target as UISlider;
-
- NGUIEditorTools.DrawSeparator();
-
- float sliderValue = EditorGUILayout.Slider("Value", slider.sliderValue, 0f, 1f);
-
- if (slider.sliderValue != sliderValue)
- {
- NGUIEditorTools.RegisterUndo("Slider Change", slider);
- slider.sliderValue = sliderValue;
- UnityEditor.EditorUtility.SetDirty(slider);
- }
-
- int steps = EditorGUILayout.IntSlider("Steps", slider.numberOfSteps, 0, 11);
-
- if (slider.numberOfSteps != steps)
- {
- NGUIEditorTools.RegisterUndo("Slider Change", slider);
- slider.numberOfSteps = steps;
- slider.ForceUpdate();
- UnityEditor.EditorUtility.SetDirty(slider);
- }
-
- NGUIEditorTools.DrawSeparator();
-
- Transform fg = EditorGUILayout.ObjectField("Foreground", slider.foreground, typeof(Transform), true) as Transform;
- Transform tb = EditorGUILayout.ObjectField("Thumb", slider.thumb, typeof(Transform), true) as Transform;
- UISlider.Direction dir = (UISlider.Direction)EditorGUILayout.EnumPopup("Direction", slider.direction);
-
- // If we're using a sprite for the foreground, ensure it's using a proper pivot.
- ValidatePivot(fg, "Foreground sprite", dir);
-
- NGUIEditorTools.DrawSeparator();
-
- GameObject er = EditorGUILayout.ObjectField("Event Recv.", slider.eventReceiver, typeof(GameObject), true) as GameObject;
-
- GUILayout.BeginHorizontal();
- string fn = EditorGUILayout.TextField("Function", slider.functionName);
- GUILayout.Space(18f);
- GUILayout.EndHorizontal();
-
- if (slider.foreground != fg ||
- slider.thumb != tb ||
- slider.direction != dir ||
- slider.eventReceiver != er ||
- slider.functionName != fn)
- {
- NGUIEditorTools.RegisterUndo("Slider Change", slider);
- slider.foreground = fg;
- slider.thumb = tb;
- slider.direction = dir;
- slider.eventReceiver = er;
- slider.functionName = fn;
-
- if (slider.thumb != null)
- {
- slider.thumb.localPosition = Vector3.zero;
- slider.sliderValue = -1f;
- slider.sliderValue = sliderValue;
- }
- else slider.ForceUpdate();
-
- UnityEditor.EditorUtility.SetDirty(slider);
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs.meta
deleted file mode 100644
index 644c9be..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UISliderInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: a43764fe69e698d40b5024e16213c5cc
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs
deleted file mode 100644
index 69f96a9..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs
+++ /dev/null
@@ -1,54 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-
-///
-/// Inspector class used to edit UISpriteAnimations.
-///
-
-[CustomEditor(typeof(UISpriteAnimation))]
-public class UISpriteAnimationInspector : Editor
-{
- ///
- /// Draw the inspector widget.
- ///
-
- public override void OnInspectorGUI ()
- {
- NGUIEditorTools.DrawSeparator();
- EditorGUIUtility.LookLikeControls(80f);
- UISpriteAnimation anim = target as UISpriteAnimation;
-
- int fps = EditorGUILayout.IntField("Framerate", anim.framesPerSecond);
- fps = Mathf.Clamp(fps, 0, 60);
-
- if (anim.framesPerSecond != fps)
- {
- NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim);
- anim.framesPerSecond = fps;
- EditorUtility.SetDirty(anim);
- }
-
- string namePrefix = EditorGUILayout.TextField("Name Prefix", (anim.namePrefix != null) ? anim.namePrefix : "");
-
- if (anim.namePrefix != namePrefix)
- {
- NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim);
- anim.namePrefix = namePrefix;
- EditorUtility.SetDirty(anim);
- }
-
- bool loop = EditorGUILayout.Toggle("Loop", anim.loop);
-
- if (anim.loop != loop)
- {
- NGUIEditorTools.RegisterUndo("Sprite Animation Change", anim);
- anim.loop = loop;
- EditorUtility.SetDirty(anim);
- }
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs.meta
deleted file mode 100644
index d99fedc..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteAnimationInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 0691e062d343d1b41b435e34db5d467f
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs
deleted file mode 100644
index a3685df..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs
+++ /dev/null
@@ -1,150 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-///
-/// Inspector class used to edit UISprites.
-///
-
-[CustomEditor(typeof(UISprite))]
-public class UISpriteInspector : UIWidgetInspector
-{
- protected UISprite mSprite;
-
- ///
- /// Atlas selection callback.
- ///
-
- void OnSelectAtlas (MonoBehaviour obj)
- {
- if (mSprite != null)
- {
- NGUIEditorTools.RegisterUndo("Atlas Selection", mSprite);
- mSprite.atlas = obj as UIAtlas;
- EditorUtility.SetDirty(mSprite.gameObject);
- }
- }
-
- ///
- /// Sprite selection callback function.
- ///
-
- void SelectSprite (string spriteName)
- {
- if (mSprite != null && mSprite.spriteName != spriteName)
- {
- NGUIEditorTools.RegisterUndo("Sprite Change", mSprite);
- mSprite.spriteName = spriteName;
- EditorUtility.SetDirty(mSprite.gameObject);
- }
- }
-
- ///
- /// Draw the atlas and sprite selection fields.
- ///
-
- protected override bool DrawProperties ()
- {
- mSprite = mWidget as UISprite;
- ComponentSelector.Draw(mSprite.atlas, OnSelectAtlas);
- if (mSprite.atlas == null) return false;
- NGUIEditorTools.AdvancedSpriteField(mSprite.atlas, mSprite.spriteName, SelectSprite, false);
- return true;
- }
-
- ///
- /// Sprites's custom properties based on the type.
- ///
-
- protected override void DrawExtraProperties ()
- {
- NGUIEditorTools.DrawSeparator();
-
- if (GetType() == typeof(UISpriteInspector))
- {
- //GUILayout.BeginHorizontal();
- UISprite.Type type = (UISprite.Type)EditorGUILayout.EnumPopup("Sprite Type", mSprite.type);
- //GUILayout.Label("sprite", GUILayout.Width(58f));
- //GUILayout.EndHorizontal();
-
- if (mSprite.type != type)
- {
- NGUIEditorTools.RegisterUndo("Sprite Change", mSprite);
- mSprite.type = type;
- EditorUtility.SetDirty(mSprite.gameObject);
- }
- }
-
- if (mSprite.type == UISprite.Type.Sliced)
- {
- bool fill = EditorGUILayout.Toggle("Fill Center", mSprite.fillCenter);
-
- if (mSprite.fillCenter != fill)
- {
- NGUIEditorTools.RegisterUndo("Sprite Change", mSprite);
- mSprite.fillCenter = fill;
- EditorUtility.SetDirty(mSprite.gameObject);
- }
- }
- else if (mSprite.type == UISprite.Type.Filled)
- {
- if ((int)mSprite.fillDirection > (int)UISprite.FillDirection.Radial360)
- {
- mSprite.fillDirection = UISprite.FillDirection.Horizontal;
- EditorUtility.SetDirty(mSprite);
- }
-
- UISprite.FillDirection fillDirection = (UISprite.FillDirection)EditorGUILayout.EnumPopup("Fill Dir", mSprite.fillDirection);
- float fillAmount = EditorGUILayout.Slider("Fill Amount", mSprite.fillAmount, 0f, 1f);
- bool invert = EditorGUILayout.Toggle("Invert Fill", mSprite.invert);
-
- if (mSprite.fillDirection != fillDirection || mSprite.fillAmount != fillAmount || mSprite.invert != invert)
- {
- NGUIEditorTools.RegisterUndo("Sprite Change", mSprite);
- mSprite.fillDirection = fillDirection;
- mSprite.fillAmount = fillAmount;
- mSprite.invert = invert;
- EditorUtility.SetDirty(mSprite);
- }
- }
- GUILayout.Space(4f);
- }
-
- ///
- /// All widgets have a preview.
- ///
-
- public override bool HasPreviewGUI () { return true; }
-
- ///
- /// Draw the sprite preview.
- ///
-
- public override void OnPreviewGUI (Rect rect, GUIStyle background)
- {
- if (mSprite == null || !mSprite.isValid) return;
-
- Texture2D tex = mSprite.mainTexture as Texture2D;
- if (tex == null) return;
-
- Rect outer = new Rect(mSprite.GetAtlasSprite().outer);
- Rect inner = new Rect(mSprite.GetAtlasSprite().inner);
- Rect uv = outer;
-
- if (mSprite.atlas.coordinates == UIAtlas.Coordinates.Pixels)
- {
- uv = NGUIMath.ConvertToTexCoords(outer, tex.width, tex.height);
- }
- else
- {
- outer = NGUIMath.ConvertToPixels(outer, tex.width, tex.height, true);
- inner = NGUIMath.ConvertToPixels(inner, tex.width, tex.height, true);
- }
- NGUIEditorTools.DrawSprite(tex, rect, outer, inner, uv, mSprite.color);
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs.meta
deleted file mode 100644
index 5cdc248..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UISpriteInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 921cc3716d59a904faeee8dec757dea6
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs
deleted file mode 100644
index 462a99a..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs
+++ /dev/null
@@ -1,94 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-///
-/// Inspector class used to edit UITextures.
-///
-
-[CustomEditor(typeof(UITexture))]
-public class UITextureInspector : UIWidgetInspector
-{
- UITexture mTex;
-
- protected override void OnEnable ()
- {
- base.OnEnable();
- mTex = target as UITexture;
- }
-
- protected override bool DrawProperties ()
- {
- if (mTex.material != null || mTex.mainTexture == null)
- {
- Material mat = EditorGUILayout.ObjectField("Material", mTex.material, typeof(Material), false) as Material;
-
- if (mTex.material != mat)
- {
- NGUIEditorTools.RegisterUndo("Material Selection", mTex);
- mTex.material = mat;
- }
- }
-
- if (mTex.material == null || mTex.hasDynamicMaterial)
- {
- Shader shader = EditorGUILayout.ObjectField("Shader", mTex.shader, typeof(Shader), false) as Shader;
-
- if (mTex.shader != shader)
- {
- NGUIEditorTools.RegisterUndo("Shader Selection", mTex);
- mTex.shader = shader;
- }
-
- Texture tex = EditorGUILayout.ObjectField("Texture", mTex.mainTexture, typeof(Texture), false) as Texture;
-
- if (mTex.mainTexture != tex)
- {
- NGUIEditorTools.RegisterUndo("Texture Selection", mTex);
- mTex.mainTexture = tex;
- }
- }
-
- if (mTex.mainTexture != null)
- {
- Rect rect = EditorGUILayout.RectField("UV Rectangle", mTex.uvRect);
-
- if (rect != mTex.uvRect)
- {
- NGUIEditorTools.RegisterUndo("UV Rectangle Change", mTex);
- mTex.uvRect = rect;
- }
- }
- return (mWidget.material != null);
- }
-
- ///
- /// Allow the texture to be previewed.
- ///
-
- public override bool HasPreviewGUI ()
- {
- return (mTex != null) && (mTex.mainTexture as Texture2D != null);
- }
-
- ///
- /// Draw the sprite preview.
- ///
-
- public override void OnPreviewGUI (Rect rect, GUIStyle background)
- {
- Texture2D tex = mTex.mainTexture as Texture2D;
-
- if (tex != null)
- {
- Rect uv = mTex.uvRect;
- Rect outer = NGUIMath.ConvertToPixels(uv, tex.width, tex.height, true);
- NGUIEditorTools.DrawSprite(tex, rect, outer, outer, uv, mTex.color);
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs.meta
deleted file mode 100644
index 76f3855..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UITextureInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: e772b2bb85dc225499db07c5206af708
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs b/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs
deleted file mode 100644
index 5d107d3..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs
+++ /dev/null
@@ -1,599 +0,0 @@
-/*
- Based on the Public Domain MaxRectsBinPack.cpp source by Jukka Jylänki
- https://github.com/juj/RectangleBinPack/
-
- Ported to C# by Sven Magnus
- This version is also public domain - do whatever you want with it.
-*/
-using UnityEngine;
-using System.Collections;
-using System.Collections.Generic;
-
-public class UITexturePacker
-{
- public int binWidth = 0;
- public int binHeight = 0;
- public bool allowRotations;
-
- public List usedRectangles = new List();
- public List freeRectangles = new List();
-
- public enum FreeRectChoiceHeuristic
- {
- RectBestShortSideFit, ///< -BSSF: Positions the rectangle against the short side of a free rectangle into which it fits the best.
- RectBestLongSideFit, ///< -BLSF: Positions the rectangle against the long side of a free rectangle into which it fits the best.
- RectBestAreaFit, ///< -BAF: Positions the rectangle into the smallest free rect into which it fits.
- RectBottomLeftRule, ///< -BL: Does the Tetris placement.
- RectContactPointRule ///< -CP: Choosest the placement where the rectangle touches other rects as much as possible.
- };
-
- public UITexturePacker (int width, int height, bool rotations)
- {
- Init(width, height, rotations);
- }
-
- public void Init (int width, int height, bool rotations)
- {
- binWidth = width;
- binHeight = height;
- allowRotations = rotations;
-
- Rect n = new Rect();
- n.x = 0;
- n.y = 0;
- n.width = width;
- n.height = height;
-
- usedRectangles.Clear();
-
- freeRectangles.Clear();
- freeRectangles.Add(n);
- }
-
- private struct Storage
- {
- public Rect rect;
- public bool paddingX;
- public bool paddingY;
- }
-
- public static Rect[] PackTextures (Texture2D texture, Texture2D[] textures, int width, int height, int padding, int maxSize)
- {
- if (width > maxSize && height > maxSize) return null;
- if (width > maxSize || height > maxSize) { int temp = width; width = height; height = temp; }
-
- // Force square by sizing up
- if (NGUISettings.forceSquareAtlas)
- {
- if (width > height)
- height = width;
- else if (height > width)
- width = height;
- }
- UITexturePacker bp = new UITexturePacker(width, height, false);
- Storage[] storage = new Storage[textures.Length];
-
- for (int i = 0; i < textures.Length; i++)
- {
- Texture2D tex = textures[i];
-
- Rect rect = new Rect();
-
- int xPadding = 1;
- int yPadding = 1;
-
- for (xPadding = 1; xPadding >= 0; --xPadding)
- {
- for (yPadding = 1; yPadding >= 0; --yPadding)
- {
- rect = bp.Insert(tex.width + (xPadding * padding), tex.height + (yPadding * padding),
- UITexturePacker.FreeRectChoiceHeuristic.RectBestAreaFit);
- if (rect.width != 0 && rect.height != 0) break;
-
- // After having no padding if it still doesn't fit -- increase texture size.
- else if (xPadding == 0 && yPadding == 0)
- {
- return PackTextures(texture, textures, width * (width <= height ? 2 : 1),
- height * (height < width ? 2 : 1), padding, maxSize);
- }
- }
- if (rect.width != 0 && rect.height != 0) break;
- }
-
- storage[i] = new Storage();
- storage[i].rect = rect;
- storage[i].paddingX = (xPadding != 0);
- storage[i].paddingY = (yPadding != 0);
- }
-
- texture.Resize(width, height);
- texture.SetPixels(new Color[width * height]);
-
- // The returned rects
- Rect[] rects = new Rect[textures.Length];
-
- for (int i = 0; i < textures.Length; i++)
- {
- Texture2D tex = textures[i];
- Rect rect = storage[i].rect;
- int xPadding = (storage[i].paddingX ? padding : 0);
- int yPadding = (storage[i].paddingY ? padding : 0);
- Color[] colors = tex.GetPixels();
-
- // Would be used to rotate the texture if need be.
- if (rect.width != tex.width + xPadding)
- {
- Color[] newColors = tex.GetPixels();
-
- for (int x = 0; x < rect.width; x++)
- {
- for (int y = 0; y < rect.height; y++)
- {
- int prevIndex = ((int)rect.height - (y + 1)) + x * (int)tex.width;
- newColors[x + y * (int)rect.width] = colors[prevIndex];
- }
- }
-
- colors = newColors;
- }
-
- texture.SetPixels((int)rect.x, (int)rect.y, (int)rect.width - xPadding, (int)rect.height - yPadding, colors);
- rect.x /= width;
- rect.y /= height;
- rect.width = (rect.width - xPadding) / width;
- rect.height = (rect.height - yPadding) / height;
- rects[i] = rect;
- }
- return rects;
- }
-
- public Rect Insert (int width, int height, FreeRectChoiceHeuristic method)
- {
- Rect newNode = new Rect();
- int score1 = 0; // Unused in this function. We don't need to know the score after finding the position.
- int score2 = 0;
- switch (method)
- {
- case FreeRectChoiceHeuristic.RectBestShortSideFit: newNode = FindPositionForNewNodeBestShortSideFit(width, height, ref score1, ref score2); break;
- case FreeRectChoiceHeuristic.RectBottomLeftRule: newNode = FindPositionForNewNodeBottomLeft(width, height, ref score1, ref score2); break;
- case FreeRectChoiceHeuristic.RectContactPointRule: newNode = FindPositionForNewNodeContactPoint(width, height, ref score1); break;
- case FreeRectChoiceHeuristic.RectBestLongSideFit: newNode = FindPositionForNewNodeBestLongSideFit(width, height, ref score2, ref score1); break;
- case FreeRectChoiceHeuristic.RectBestAreaFit: newNode = FindPositionForNewNodeBestAreaFit(width, height, ref score1, ref score2); break;
- }
-
- if (newNode.height == 0)
- return newNode;
-
- int numRectanglesToProcess = freeRectangles.Count;
- for (int i = 0; i < numRectanglesToProcess; ++i)
- {
- if (SplitFreeNode(freeRectangles[i], ref newNode))
- {
- freeRectangles.RemoveAt(i);
- --i;
- --numRectanglesToProcess;
- }
- }
-
- PruneFreeList();
-
- usedRectangles.Add(newNode);
- return newNode;
- }
-
- public void Insert (List rects, List dst, FreeRectChoiceHeuristic method)
- {
- dst.Clear();
-
- while (rects.Count > 0)
- {
- int bestScore1 = int.MaxValue;
- int bestScore2 = int.MaxValue;
- int bestRectIndex = -1;
- Rect bestNode = new Rect();
-
- for (int i = 0; i < rects.Count; ++i)
- {
- int score1 = 0;
- int score2 = 0;
- Rect newNode = ScoreRect((int)rects[i].width, (int)rects[i].height, method, ref score1, ref score2);
-
- if (score1 < bestScore1 || (score1 == bestScore1 && score2 < bestScore2))
- {
- bestScore1 = score1;
- bestScore2 = score2;
- bestNode = newNode;
- bestRectIndex = i;
- }
- }
-
- if (bestRectIndex == -1)
- return;
-
- PlaceRect(bestNode);
- rects.RemoveAt(bestRectIndex);
- }
- }
-
- void PlaceRect (Rect node)
- {
- int numRectanglesToProcess = freeRectangles.Count;
- for (int i = 0; i < numRectanglesToProcess; ++i)
- {
- if (SplitFreeNode(freeRectangles[i], ref node))
- {
- freeRectangles.RemoveAt(i);
- --i;
- --numRectanglesToProcess;
- }
- }
-
- PruneFreeList();
-
- usedRectangles.Add(node);
- }
-
- Rect ScoreRect (int width, int height, FreeRectChoiceHeuristic method, ref int score1, ref int score2)
- {
- Rect newNode = new Rect();
- score1 = int.MaxValue;
- score2 = int.MaxValue;
- switch (method)
- {
- case FreeRectChoiceHeuristic.RectBestShortSideFit: newNode = FindPositionForNewNodeBestShortSideFit(width, height, ref score1, ref score2); break;
- case FreeRectChoiceHeuristic.RectBottomLeftRule: newNode = FindPositionForNewNodeBottomLeft(width, height, ref score1, ref score2); break;
- case FreeRectChoiceHeuristic.RectContactPointRule: newNode = FindPositionForNewNodeContactPoint(width, height, ref score1);
- score1 = -score1; // Reverse since we are minimizing, but for contact point score bigger is better.
- break;
- case FreeRectChoiceHeuristic.RectBestLongSideFit: newNode = FindPositionForNewNodeBestLongSideFit(width, height, ref score2, ref score1); break;
- case FreeRectChoiceHeuristic.RectBestAreaFit: newNode = FindPositionForNewNodeBestAreaFit(width, height, ref score1, ref score2); break;
- }
-
- // Cannot fit the current rectangle.
- if (newNode.height == 0)
- {
- score1 = int.MaxValue;
- score2 = int.MaxValue;
- }
-
- return newNode;
- }
-
- /// Computes the ratio of used surface area.
- public float Occupancy ()
- {
- ulong usedSurfaceArea = 0;
- for (int i = 0; i < usedRectangles.Count; ++i)
- usedSurfaceArea += (uint)usedRectangles[i].width * (uint)usedRectangles[i].height;
-
- return (float)usedSurfaceArea / (binWidth * binHeight);
- }
-
- Rect FindPositionForNewNodeBottomLeft (int width, int height, ref int bestY, ref int bestX)
- {
- Rect bestNode = new Rect();
- //memset(bestNode, 0, sizeof(Rect));
-
- bestY = int.MaxValue;
-
- for (int i = 0; i < freeRectangles.Count; ++i)
- {
- // Try to place the rectangle in upright (non-flipped) orientation.
- if (freeRectangles[i].width >= width && freeRectangles[i].height >= height)
- {
- int topSideY = (int)freeRectangles[i].y + height;
- if (topSideY < bestY || (topSideY == bestY && freeRectangles[i].x < bestX))
- {
- bestNode.x = freeRectangles[i].x;
- bestNode.y = freeRectangles[i].y;
- bestNode.width = width;
- bestNode.height = height;
- bestY = topSideY;
- bestX = (int)freeRectangles[i].x;
- }
- }
- if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width)
- {
- int topSideY = (int)freeRectangles[i].y + width;
- if (topSideY < bestY || (topSideY == bestY && freeRectangles[i].x < bestX))
- {
- bestNode.x = freeRectangles[i].x;
- bestNode.y = freeRectangles[i].y;
- bestNode.width = height;
- bestNode.height = width;
- bestY = topSideY;
- bestX = (int)freeRectangles[i].x;
- }
- }
- }
- return bestNode;
- }
-
- Rect FindPositionForNewNodeBestShortSideFit (int width, int height, ref int bestShortSideFit, ref int bestLongSideFit)
- {
- Rect bestNode = new Rect();
- //memset(&bestNode, 0, sizeof(Rect));
-
- bestShortSideFit = int.MaxValue;
-
- for (int i = 0; i < freeRectangles.Count; ++i)
- {
- // Try to place the rectangle in upright (non-flipped) orientation.
- if (freeRectangles[i].width >= width && freeRectangles[i].height >= height)
- {
- int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width);
- int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height);
- int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert);
- int longSideFit = Mathf.Max(leftoverHoriz, leftoverVert);
-
- if (shortSideFit < bestShortSideFit || (shortSideFit == bestShortSideFit && longSideFit < bestLongSideFit))
- {
- bestNode.x = freeRectangles[i].x;
- bestNode.y = freeRectangles[i].y;
- bestNode.width = width;
- bestNode.height = height;
- bestShortSideFit = shortSideFit;
- bestLongSideFit = longSideFit;
- }
- }
-
- if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width)
- {
- int flippedLeftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height);
- int flippedLeftoverVert = Mathf.Abs((int)freeRectangles[i].height - width);
- int flippedShortSideFit = Mathf.Min(flippedLeftoverHoriz, flippedLeftoverVert);
- int flippedLongSideFit = Mathf.Max(flippedLeftoverHoriz, flippedLeftoverVert);
-
- if (flippedShortSideFit < bestShortSideFit || (flippedShortSideFit == bestShortSideFit && flippedLongSideFit < bestLongSideFit))
- {
- bestNode.x = freeRectangles[i].x;
- bestNode.y = freeRectangles[i].y;
- bestNode.width = height;
- bestNode.height = width;
- bestShortSideFit = flippedShortSideFit;
- bestLongSideFit = flippedLongSideFit;
- }
- }
- }
- return bestNode;
- }
-
- Rect FindPositionForNewNodeBestLongSideFit (int width, int height, ref int bestShortSideFit, ref int bestLongSideFit)
- {
- Rect bestNode = new Rect();
- //memset(&bestNode, 0, sizeof(Rect));
-
- bestLongSideFit = int.MaxValue;
-
- for (int i = 0; i < freeRectangles.Count; ++i)
- {
- // Try to place the rectangle in upright (non-flipped) orientation.
- if (freeRectangles[i].width >= width && freeRectangles[i].height >= height)
- {
- int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width);
- int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height);
- int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert);
- int longSideFit = Mathf.Max(leftoverHoriz, leftoverVert);
-
- if (longSideFit < bestLongSideFit || (longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit))
- {
- bestNode.x = freeRectangles[i].x;
- bestNode.y = freeRectangles[i].y;
- bestNode.width = width;
- bestNode.height = height;
- bestShortSideFit = shortSideFit;
- bestLongSideFit = longSideFit;
- }
- }
-
- if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width)
- {
- int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height);
- int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - width);
- int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert);
- int longSideFit = Mathf.Max(leftoverHoriz, leftoverVert);
-
- if (longSideFit < bestLongSideFit || (longSideFit == bestLongSideFit && shortSideFit < bestShortSideFit))
- {
- bestNode.x = freeRectangles[i].x;
- bestNode.y = freeRectangles[i].y;
- bestNode.width = height;
- bestNode.height = width;
- bestShortSideFit = shortSideFit;
- bestLongSideFit = longSideFit;
- }
- }
- }
- return bestNode;
- }
-
- Rect FindPositionForNewNodeBestAreaFit (int width, int height, ref int bestAreaFit, ref int bestShortSideFit)
- {
- Rect bestNode = new Rect();
- //memset(&bestNode, 0, sizeof(Rect));
-
- bestAreaFit = int.MaxValue;
-
- for (int i = 0; i < freeRectangles.Count; ++i)
- {
- int areaFit = (int)freeRectangles[i].width * (int)freeRectangles[i].height - width * height;
-
- // Try to place the rectangle in upright (non-flipped) orientation.
- if (freeRectangles[i].width >= width && freeRectangles[i].height >= height)
- {
- int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - width);
- int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - height);
- int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert);
-
- if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit))
- {
- bestNode.x = freeRectangles[i].x;
- bestNode.y = freeRectangles[i].y;
- bestNode.width = width;
- bestNode.height = height;
- bestShortSideFit = shortSideFit;
- bestAreaFit = areaFit;
- }
- }
-
- if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width)
- {
- int leftoverHoriz = Mathf.Abs((int)freeRectangles[i].width - height);
- int leftoverVert = Mathf.Abs((int)freeRectangles[i].height - width);
- int shortSideFit = Mathf.Min(leftoverHoriz, leftoverVert);
-
- if (areaFit < bestAreaFit || (areaFit == bestAreaFit && shortSideFit < bestShortSideFit))
- {
- bestNode.x = freeRectangles[i].x;
- bestNode.y = freeRectangles[i].y;
- bestNode.width = height;
- bestNode.height = width;
- bestShortSideFit = shortSideFit;
- bestAreaFit = areaFit;
- }
- }
- }
- return bestNode;
- }
-
- /// Returns 0 if the two intervals i1 and i2 are disjoint, or the length of their overlap otherwise.
- int CommonIntervalLength (int i1start, int i1end, int i2start, int i2end)
- {
- if (i1end < i2start || i2end < i1start)
- return 0;
- return Mathf.Min(i1end, i2end) - Mathf.Max(i1start, i2start);
- }
-
- int ContactPointScoreNode (int x, int y, int width, int height)
- {
- int score = 0;
-
- if (x == 0 || x + width == binWidth)
- score += height;
- if (y == 0 || y + height == binHeight)
- score += width;
-
- for (int i = 0; i < usedRectangles.Count; ++i)
- {
- if (usedRectangles[i].x == x + width || usedRectangles[i].x + usedRectangles[i].width == x)
- score += CommonIntervalLength((int)usedRectangles[i].y, (int)usedRectangles[i].y + (int)usedRectangles[i].height, y, y + height);
- if (usedRectangles[i].y == y + height || usedRectangles[i].y + usedRectangles[i].height == y)
- score += CommonIntervalLength((int)usedRectangles[i].x, (int)usedRectangles[i].x + (int)usedRectangles[i].width, x, x + width);
- }
- return score;
- }
-
- Rect FindPositionForNewNodeContactPoint (int width, int height, ref int bestContactScore)
- {
- Rect bestNode = new Rect();
- //memset(&bestNode, 0, sizeof(Rect));
-
- bestContactScore = -1;
-
- for (int i = 0; i < freeRectangles.Count; ++i)
- {
- // Try to place the rectangle in upright (non-flipped) orientation.
- if (freeRectangles[i].width >= width && freeRectangles[i].height >= height)
- {
- int score = ContactPointScoreNode((int)freeRectangles[i].x, (int)freeRectangles[i].y, width, height);
- if (score > bestContactScore)
- {
- bestNode.x = (int)freeRectangles[i].x;
- bestNode.y = (int)freeRectangles[i].y;
- bestNode.width = width;
- bestNode.height = height;
- bestContactScore = score;
- }
- }
- if (allowRotations && freeRectangles[i].width >= height && freeRectangles[i].height >= width)
- {
- int score = ContactPointScoreNode((int)freeRectangles[i].x, (int)freeRectangles[i].y, height, width);
- if (score > bestContactScore)
- {
- bestNode.x = (int)freeRectangles[i].x;
- bestNode.y = (int)freeRectangles[i].y;
- bestNode.width = height;
- bestNode.height = width;
- bestContactScore = score;
- }
- }
- }
- return bestNode;
- }
-
- bool SplitFreeNode (Rect freeNode, ref Rect usedNode)
- {
- // Test with SAT if the rectangles even intersect.
- if (usedNode.x >= freeNode.x + freeNode.width || usedNode.x + usedNode.width <= freeNode.x ||
- usedNode.y >= freeNode.y + freeNode.height || usedNode.y + usedNode.height <= freeNode.y)
- return false;
-
- if (usedNode.x < freeNode.x + freeNode.width && usedNode.x + usedNode.width > freeNode.x)
- {
- // New node at the top side of the used node.
- if (usedNode.y > freeNode.y && usedNode.y < freeNode.y + freeNode.height)
- {
- Rect newNode = freeNode;
- newNode.height = usedNode.y - newNode.y;
- freeRectangles.Add(newNode);
- }
-
- // New node at the bottom side of the used node.
- if (usedNode.y + usedNode.height < freeNode.y + freeNode.height)
- {
- Rect newNode = freeNode;
- newNode.y = usedNode.y + usedNode.height;
- newNode.height = freeNode.y + freeNode.height - (usedNode.y + usedNode.height);
- freeRectangles.Add(newNode);
- }
- }
-
- if (usedNode.y < freeNode.y + freeNode.height && usedNode.y + usedNode.height > freeNode.y)
- {
- // New node at the left side of the used node.
- if (usedNode.x > freeNode.x && usedNode.x < freeNode.x + freeNode.width)
- {
- Rect newNode = freeNode;
- newNode.width = usedNode.x - newNode.x;
- freeRectangles.Add(newNode);
- }
-
- // New node at the right side of the used node.
- if (usedNode.x + usedNode.width < freeNode.x + freeNode.width)
- {
- Rect newNode = freeNode;
- newNode.x = usedNode.x + usedNode.width;
- newNode.width = freeNode.x + freeNode.width - (usedNode.x + usedNode.width);
- freeRectangles.Add(newNode);
- }
- }
-
- return true;
- }
-
- void PruneFreeList ()
- {
- for (int i = 0; i < freeRectangles.Count; ++i)
- for (int j = i + 1; j < freeRectangles.Count; ++j)
- {
- if (IsContainedIn(freeRectangles[i], freeRectangles[j]))
- {
- freeRectangles.RemoveAt(i);
- --i;
- break;
- }
- if (IsContainedIn(freeRectangles[j], freeRectangles[i]))
- {
- freeRectangles.RemoveAt(j);
- --j;
- }
- }
- }
-
- bool IsContainedIn (Rect a, Rect b)
- {
- return a.x >= b.x && a.y >= b.y
- && a.x + a.width <= b.x + b.width
- && a.y + a.height <= b.y + b.height;
- }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs.meta
deleted file mode 100644
index 3548fad..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UITexturePacker.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: c3212969823f62c4f90c010c49b4d816
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs
deleted file mode 100644
index e40327a..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs
+++ /dev/null
@@ -1,14 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-
-///
-/// Tiled sprite is obsolete. It's only kept for backwards compatibility.
-///
-
-[CustomEditor(typeof(UITiledSprite))]
-public class UITiledSpriteInspector : UISlicedSpriteInspector {}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs.meta
deleted file mode 100644
index fc45c48..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UITiledSpriteInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 02a48e7019388ae4fb3ec5a9f2eaa9a6
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs b/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs
deleted file mode 100644
index 3a077f3..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs
+++ /dev/null
@@ -1,1021 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using UnityEditor;
-using System.Collections.Generic;
-
-///
-/// Inspector class used to edit UIWidgets.
-///
-
-[CustomEditor(typeof(UIWidget))]
-public class UIWidgetInspector : Editor
-{
- enum Action
- {
- None,
- Move,
- Scale,
- Rotate,
- }
-
- Action mAction = Action.None;
- Action mActionUnderMouse = Action.None;
- bool mAllowSelection = true;
-
- protected UIWidget mWidget;
-
- static protected bool mUseShader = false;
- static Color mOutlineColor = Color.green;
- static GUIStyle mSelectedDot = null;
- static GUIStyle mNormalDot = null;
- static MouseCursor mCursor = MouseCursor.Arrow;
-
- static UIWidget.Pivot[] mPivots =
- {
- UIWidget.Pivot.TopLeft,
- UIWidget.Pivot.BottomLeft,
- UIWidget.Pivot.BottomRight,
- UIWidget.Pivot.TopRight,
- UIWidget.Pivot.Left,
- UIWidget.Pivot.Bottom,
- UIWidget.Pivot.Right,
- UIWidget.Pivot.Top,
- };
-
- static int s_Hash = "WidgetHash".GetHashCode();
- Vector3 mStartPos = Vector3.zero;
- Vector3 mStartScale = Vector3.zero;
- Vector3 mStartDrag = Vector3.zero;
- Vector2 mStartMouse = Vector2.zero;
- Vector3 mStartRot = Vector3.zero;
- Vector3 mStartDir = Vector3.right;
- UIWidget.Pivot mDragPivot = UIWidget.Pivot.Center;
-
- ///
- /// Register an Undo command with the Unity editor.
- ///
-
- void RegisterUndo ()
- {
- NGUIEditorTools.RegisterUndo("Widget Change", mWidget);
- }
-
- ///
- /// Raycast into the screen.
- ///
-
- static bool Raycast (Vector3[] corners, out Vector3 hit)
- {
- Plane plane = new Plane(corners[0], corners[1], corners[2]);
- Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
- float dist = 0f;
- bool isHit = plane.Raycast(ray, out dist);
- hit = isHit ? ray.GetPoint(dist) : Vector3.zero;
- return isHit;
- }
-
- ///
- /// Draw a control dot at the specified world position.
- ///
-
- static void DrawKnob (Vector3 point, bool selected, int id)
- {
- if (mSelectedDot == null) mSelectedDot = "sv_label_5";
- if (mNormalDot == null) mNormalDot = "sv_label_3";
-
- Vector2 screenPoint = HandleUtility.WorldToGUIPoint(point);
-
- Rect rect = new Rect(screenPoint.x - 7f, screenPoint.y - 7f, 14f, 14f);
- if (selected) mSelectedDot.Draw(rect, GUIContent.none, id);
- else mNormalDot.Draw(rect, GUIContent.none, id);
- }
-
- ///
- /// Whether the mouse position is within one of the specified rectangles.
- ///
-
- static bool IsMouseOverRect (Vector2 mouse, List rects)
- {
- for (int i = 0; i < rects.Count; ++i)
- {
- Rect r = rects[i];
- if (r.Contains(mouse)) return true;
- }
- return false;
- }
-
- ///
- /// Screen-space distance from the mouse position to the specified world position.
- ///
-
- static float GetScreenDistance (Vector3 worldPos, Vector2 mousePos)
- {
- Vector2 screenPos = HandleUtility.WorldToGUIPoint(worldPos);
- return Vector2.Distance(mousePos, screenPos);
- }
-
- ///
- /// Closest screen-space distance from the mouse position to one of the specified world points.
- ///
-
- static float GetScreenDistance (Vector3[] worldPoints, Vector2 mousePos, out int index)
- {
- float min = float.MaxValue;
- index = 0;
-
- for (int i = 0; i < worldPoints.Length; ++i)
- {
- float distance = GetScreenDistance(worldPoints[i], mousePos);
-
- if (distance < min)
- {
- index = i;
- min = distance;
- }
- }
- return min;
- }
-
- ///
- /// Set the mouse cursor rectangle, refreshing the screen when it gets changed.
- ///
-
- static void SetCursorRect (Rect rect, MouseCursor cursor)
- {
- EditorGUIUtility.AddCursorRect(rect, cursor);
-
- if (Event.current.type == EventType.MouseMove)
- {
- if (mCursor != cursor)
- {
- mCursor = cursor;
- Event.current.Use();
- }
- }
- }
-
- ///
- /// Draw the on-screen selection, knobs, and handle all interaction logic.
- ///
-
- public void OnSceneGUI ()
- {
- if (!UIWidget.showHandles) return;
-
- mWidget = target as UIWidget;
-
- Handles.color = mOutlineColor;
- Transform t = mWidget.cachedTransform;
-
- Event e = Event.current;
- int id = GUIUtility.GetControlID(s_Hash, FocusType.Passive);
- EventType type = e.GetTypeForControl(id);
-
- Vector3[] corners = NGUIMath.CalculateWidgetCorners(mWidget);
- Handles.DrawLine(corners[0], corners[1]);
- Handles.DrawLine(corners[1], corners[2]);
- Handles.DrawLine(corners[2], corners[3]);
- Handles.DrawLine(corners[0], corners[3]);
-
- Vector3[] worldPos = new Vector3[8];
-
- worldPos[0] = corners[0];
- worldPos[1] = corners[1];
- worldPos[2] = corners[2];
- worldPos[3] = corners[3];
-
- worldPos[4] = (corners[0] + corners[1]) * 0.5f;
- worldPos[5] = (corners[1] + corners[2]) * 0.5f;
- worldPos[6] = (corners[2] + corners[3]) * 0.5f;
- worldPos[7] = (corners[0] + corners[3]) * 0.5f;
-
- Vector2[] screenPos = new Vector2[8];
- for (int i = 0; i < 8; ++i) screenPos[i] = HandleUtility.WorldToGUIPoint(worldPos[i]);
-
- Bounds b = new Bounds(screenPos[0], Vector3.zero);
- for (int i = 1; i < 8; ++i) b.Encapsulate(screenPos[i]);
-
- // Time to figure out what kind of action is underneath the mouse
- Action actionUnderMouse = mAction;
- UIWidget.Pivot pivotUnderMouse = UIWidget.Pivot.Center;
-
- if (actionUnderMouse == Action.None)
- {
- int index = 0;
- float dist = GetScreenDistance(worldPos, e.mousePosition, out index);
-
- if (mWidget.showResizeHandles && dist < 10f)
- {
- pivotUnderMouse = mPivots[index];
- actionUnderMouse = Action.Scale;
- }
- else if (e.modifiers == 0 && SceneViewDistanceToRectangle(corners, e.mousePosition) == 0f)
- {
- actionUnderMouse = Action.Move;
- }
- else if (dist < 30f)
- {
- actionUnderMouse = Action.Rotate;
- }
- }
-
- // Change the mouse cursor to a more appropriate one
-#if !UNITY_3_5
- {
- Vector2 min = b.min;
- Vector2 max = b.max;
-
- min.x -= 30f;
- max.x += 30f;
- min.y -= 30f;
- max.y += 30f;
-
- Rect rect = new Rect(min.x, min.y, max.x - min.x, max.y - min.y);
-
- if (actionUnderMouse == Action.Rotate)
- {
- SetCursorRect(rect, MouseCursor.RotateArrow);
- }
- else if (actionUnderMouse == Action.Move)
- {
- SetCursorRect(rect, MouseCursor.MoveArrow);
- }
- else if (mWidget.showResizeHandles && actionUnderMouse == Action.Scale)
- {
- SetCursorRect(rect, MouseCursor.ScaleArrow);
- }
- else SetCursorRect(rect, MouseCursor.Arrow);
- }
-#endif
-
- switch (type)
- {
- case EventType.Repaint:
- {
- if (mWidget.showResizeHandles)
- {
- Handles.BeginGUI();
- {
- for (int i = 0; i < 8; ++i)
- {
- DrawKnob(worldPos[i], mWidget.pivot == mPivots[i], id);
- }
- }
- Handles.EndGUI();
- }
- }
- break;
-
- case EventType.MouseDown:
- {
- mStartMouse = e.mousePosition;
- mAllowSelection = true;
-
- if (e.button == 1)
- {
- if (e.modifiers == 0)
- {
- GUIUtility.hotControl = GUIUtility.keyboardControl = id;
- e.Use();
- }
- }
- else if (e.button == 0 && actionUnderMouse != Action.None && Raycast(corners, out mStartDrag))
- {
- mStartPos = t.position;
- mStartRot = t.localRotation.eulerAngles;
- mStartDir = mStartDrag - t.position;
- mStartScale = t.localScale;
- mDragPivot = pivotUnderMouse;
- mActionUnderMouse = actionUnderMouse;
- GUIUtility.hotControl = GUIUtility.keyboardControl = id;
- e.Use();
- }
- }
- break;
-
- case EventType.MouseDrag:
- {
- // Prevent selection once the drag operation begins
- bool dragStarted = (e.mousePosition - mStartMouse).magnitude > 3f;
- if (dragStarted) mAllowSelection = false;
-
- if (GUIUtility.hotControl == id)
- {
- e.Use();
-
- if (mAction != Action.None || mActionUnderMouse != Action.None)
- {
- Vector3 pos;
-
- if (Raycast(corners, out pos))
- {
- if (mAction == Action.None && mActionUnderMouse != Action.None)
- {
- // Wait until the mouse moves by more than a few pixels
- if (dragStarted)
- {
- if (mActionUnderMouse == Action.Move)
- {
- mStartPos = t.position;
- NGUIEditorTools.RegisterUndo("Move widget", t);
- }
- else if (mActionUnderMouse == Action.Rotate)
- {
- mStartRot = t.localRotation.eulerAngles;
- mStartDir = mStartDrag - t.position;
- NGUIEditorTools.RegisterUndo("Rotate widget", t);
- }
- else if (mActionUnderMouse == Action.Scale)
- {
- mStartPos = t.localPosition;
- mStartScale = t.localScale;
- mDragPivot = pivotUnderMouse;
- NGUIEditorTools.RegisterUndo("Scale widget", t);
- }
- mAction = actionUnderMouse;
- }
- }
-
- if (mAction != Action.None)
- {
- if (mAction == Action.Move)
- {
- t.position = mStartPos + (pos - mStartDrag);
- pos = t.localPosition;
- pos.x = Mathf.RoundToInt(pos.x);
- pos.y = Mathf.RoundToInt(pos.y);
- t.localPosition = pos;
- }
- else if (mAction == Action.Rotate)
- {
- Vector3 dir = pos - t.position;
- float angle = Vector3.Angle(mStartDir, dir);
-
- if (angle > 0f)
- {
- float dot = Vector3.Dot(Vector3.Cross(mStartDir, dir), t.forward);
- if (dot < 0f) angle = -angle;
- angle = mStartRot.z + angle;
- if (e.modifiers != EventModifiers.Shift) angle = Mathf.Round(angle / 15f) * 15f;
- else angle = Mathf.Round(angle);
- t.localRotation = Quaternion.Euler(mStartRot.x, mStartRot.y, angle);
- }
- }
- else if (mAction == Action.Scale)
- {
- // World-space delta since the drag started
- Vector3 delta = pos - mStartDrag;
-
- // Adjust the widget's position and scale based on the delta, restricted by the pivot
- AdjustPosAndScale(mWidget, mStartPos, mStartScale, delta, mDragPivot);
- }
- }
- }
- }
- }
- }
- break;
-
- case EventType.MouseUp:
- {
- if (GUIUtility.hotControl == id)
- {
- GUIUtility.hotControl = 0;
- GUIUtility.keyboardControl = 0;
-
- if (e.button < 2)
- {
- bool handled = false;
-
- if (e.button == 1)
- {
- // Right-click: Select the widget below
- SelectWidget(mWidget, e.mousePosition, false);
- handled = true;
- }
- else if (mAction == Action.None)
- {
- if (mAllowSelection)
- {
- // Left-click: Select the widget above
- SelectWidget(mWidget, e.mousePosition, true);
- handled = true;
- }
- }
- else
- {
- // Finished dragging something
- mAction = Action.None;
- mActionUnderMouse = Action.None;
- Vector3 pos = t.localPosition;
- Vector3 scale = t.localScale;
-
- if (mWidget.pixelPerfectAfterResize)
- {
- t.localPosition = pos;
- t.localScale = scale;
-
- mWidget.MakePixelPerfect();
- }
- else
- {
- pos.x = Mathf.Round(pos.x);
- pos.y = Mathf.Round(pos.y);
- scale.x = Mathf.Round(scale.x);
- scale.y = Mathf.Round(scale.y);
-
- t.localPosition = pos;
- t.localScale = scale;
- }
- handled = true;
- }
-
- if (handled)
- {
- mActionUnderMouse = Action.None;
- mAction = Action.None;
- e.Use();
- }
- }
- }
- else if (mAllowSelection)
- {
- BetterList widgets = SceneViewRaycast(mWidget.panel, e.mousePosition);
- if (widgets.size > 0) Selection.activeGameObject = widgets[0].gameObject;
- }
- mAllowSelection = true;
- }
- break;
-
- case EventType.KeyDown:
- {
- if (e.keyCode == KeyCode.UpArrow)
- {
- Vector3 pos = t.localPosition;
- pos.y += 1f;
- t.localPosition = pos;
- e.Use();
- }
- else if (e.keyCode == KeyCode.DownArrow)
- {
- Vector3 pos = t.localPosition;
- pos.y -= 1f;
- t.localPosition = pos;
- e.Use();
- }
- else if (e.keyCode == KeyCode.LeftArrow)
- {
- Vector3 pos = t.localPosition;
- pos.x -= 1f;
- t.localPosition = pos;
- e.Use();
- }
- else if (e.keyCode == KeyCode.RightArrow)
- {
- Vector3 pos = t.localPosition;
- pos.x += 1f;
- t.localPosition = pos;
- e.Use();
- }
- else if (e.keyCode == KeyCode.Escape)
- {
- if (GUIUtility.hotControl == id)
- {
- if (mAction != Action.None)
- {
- if (mAction == Action.Move)
- {
- t.position = mStartPos;
- }
- else if (mAction == Action.Rotate)
- {
- t.localRotation = Quaternion.Euler(mStartRot);
- }
- else if (mAction == Action.Scale)
- {
- t.position = mStartPos;
- t.localScale = mStartScale;
- }
- }
-
- GUIUtility.hotControl = 0;
- GUIUtility.keyboardControl = 0;
-
- mActionUnderMouse = Action.None;
- mAction = Action.None;
- e.Use();
- }
- else Selection.activeGameObject = null;
- }
- }
- break;
- }
- }
-
- ///
- /// Select the next widget in line.
- ///
-
- static public bool SelectWidget (UIWidget start, Vector2 pos, bool inFront)
- {
- GameObject go = null;
- UIPanel p = start.panel;
- if (p == null) p = NGUITools.FindInParents(start.gameObject);
- BetterList widgets = SceneViewRaycast(p, pos);
-
- if (inFront)
- {
- if (widgets.size > 0)
- {
- for (int i = 0; i < widgets.size; ++i)
- {
- UIWidget w = widgets[i];
- if (w == start) break;
- go = w.gameObject;
- }
- }
- }
- else
- {
- for (int i = widgets.size; i > 0; )
- {
- UIWidget w = widgets[--i];
- if (w == start) break;
- go = w.gameObject;
- }
- }
-
- if (go != null)
- {
- Selection.activeGameObject = go;
- return true;
- }
- return false;
- }
-
- ///
- /// Adjust the transform's position and scale.
- ///
-
- static void AdjustPosAndScale (UIWidget w, Vector3 startLocalPos, Vector3 startLocalScale, Vector3 worldDelta, UIWidget.Pivot dragPivot)
- {
- Transform t = w.cachedTransform;
- Transform parent = t.parent;
- Matrix4x4 parentToLocal = (parent != null) ? t.parent.worldToLocalMatrix : Matrix4x4.identity;
- Matrix4x4 worldToLocal = parentToLocal;
- Quaternion invRot = Quaternion.Inverse(t.localRotation);
- worldToLocal = worldToLocal * Matrix4x4.TRS(Vector3.zero, invRot, Vector3.one);
- Vector3 localDelta = worldToLocal.MultiplyVector(worldDelta);
-
- bool canBeSquare = false;
- float left = 0f;
- float right = 0f;
- float top = 0f;
- float bottom = 0f;
-
- switch (dragPivot)
- {
- case UIWidget.Pivot.TopLeft:
- canBeSquare = (w.pivot == UIWidget.Pivot.BottomRight);
- left = localDelta.x;
- top = localDelta.y;
- break;
-
- case UIWidget.Pivot.Left:
- left = localDelta.x;
- break;
-
- case UIWidget.Pivot.BottomLeft:
- canBeSquare = (w.pivot == UIWidget.Pivot.TopRight);
- left = localDelta.x;
- bottom = localDelta.y;
- break;
-
- case UIWidget.Pivot.Top:
- top = localDelta.y;
- break;
-
- case UIWidget.Pivot.Bottom:
- bottom = localDelta.y;
- break;
-
- case UIWidget.Pivot.TopRight:
- canBeSquare = (w.pivot == UIWidget.Pivot.BottomLeft);
- right = localDelta.x;
- top = localDelta.y;
- break;
-
- case UIWidget.Pivot.Right:
- right = localDelta.x;
- break;
-
- case UIWidget.Pivot.BottomRight:
- canBeSquare = (w.pivot == UIWidget.Pivot.TopLeft);
- right = localDelta.x;
- bottom = localDelta.y;
- break;
- }
-
- AdjustWidget(w, startLocalPos, startLocalScale, left, top, right, bottom, canBeSquare && Event.current.modifiers == EventModifiers.Shift);
- }
-
- ///
- /// Adjust the widget's rectangle based on the specified modifier values.
- ///
-
- static void AdjustWidget (UIWidget w, Vector3 pos, Vector3 scale, float left, float top, float right, float bottom, bool makeSquare)
- {
- Vector2 offset = w.pivotOffset;
- Vector4 padding = w.relativePadding;
- Vector2 size = w.relativeSize;
-
- offset.x -= padding.x;
- offset.y -= padding.y;
- size.x += padding.x + padding.z;
- size.y += padding.y + padding.w;
-
- scale.Scale(size);
-
- offset.y = -offset.y;
-
- Transform t = w.cachedTransform;
- Quaternion rot = t.localRotation;
- UIWidget.Pivot pivot = w.pivot;
-
- Vector2 rotatedTL = new Vector2(left, top);
- Vector2 rotatedTR = new Vector2(right, top);
- Vector2 rotatedBL = new Vector2(left, bottom);
- Vector2 rotatedBR = new Vector2(right, bottom);
- Vector2 rotatedL = new Vector2(left, 0f);
- Vector2 rotatedR = new Vector2(right, 0f);
- Vector2 rotatedT = new Vector2(0f, top);
- Vector2 rotatedB = new Vector2(0f, bottom);
-
- rotatedTL = rot * rotatedTL;
- rotatedTR = rot * rotatedTR;
- rotatedBL = rot * rotatedBL;
- rotatedBR = rot * rotatedBR;
- rotatedL = rot * rotatedL;
- rotatedR = rot * rotatedR;
- rotatedT = rot * rotatedT;
- rotatedB = rot * rotatedB;
-
- switch (pivot)
- {
- case UIWidget.Pivot.TopLeft:
- pos.x += rotatedTL.x;
- pos.y += rotatedTL.y;
- break;
-
- case UIWidget.Pivot.BottomRight:
- pos.x += rotatedBR.x;
- pos.y += rotatedBR.y;
- break;
-
- case UIWidget.Pivot.BottomLeft:
- pos.x += rotatedBL.x;
- pos.y += rotatedBL.y;
- break;
-
- case UIWidget.Pivot.TopRight:
- pos.x += rotatedTR.x;
- pos.y += rotatedTR.y;
- break;
-
- case UIWidget.Pivot.Left:
- pos.x += rotatedL.x + (rotatedT.x + rotatedB.x) * 0.5f;
- pos.y += rotatedL.y + (rotatedT.y + rotatedB.y) * 0.5f;
- break;
-
- case UIWidget.Pivot.Right:
- pos.x += rotatedR.x + (rotatedT.x + rotatedB.x) * 0.5f;
- pos.y += rotatedR.y + (rotatedT.y + rotatedB.y) * 0.5f;
- break;
-
- case UIWidget.Pivot.Top:
- pos.x += rotatedT.x + (rotatedL.x + rotatedR.x) * 0.5f;
- pos.y += rotatedT.y + (rotatedL.y + rotatedR.y) * 0.5f;
- break;
-
- case UIWidget.Pivot.Bottom:
- pos.x += rotatedB.x + (rotatedL.x + rotatedR.x) * 0.5f;
- pos.y += rotatedB.y + (rotatedL.y + rotatedR.y) * 0.5f;
- break;
-
- case UIWidget.Pivot.Center:
- pos.x += (rotatedL.x + rotatedR.x + rotatedT.x + rotatedB.x) * 0.5f;
- pos.y += (rotatedT.y + rotatedB.y + rotatedL.y + rotatedR.y) * 0.5f;
- break;
- }
-
- scale.x -= left - right;
- scale.y += top - bottom;
-
- scale.x /= size.x;
- scale.y /= size.y;
-
- Vector4 border = w.border;
- float minx = Mathf.Max(2f, padding.x + padding.z + border.x + border.z);
- float miny = Mathf.Max(2f, padding.y + padding.w + border.y + border.w);
-
- if (scale.x < minx) scale.x = minx;
- if (scale.y < miny) scale.y = miny;
-
- // NOTE: This will only work correctly when dragging the corner opposite of the pivot point
- if (makeSquare)
- {
- scale.x = Mathf.Min(scale.x, scale.y);
- scale.y = scale.x;
- }
-
- t.localPosition = pos;
- t.localScale = scale;
- }
-
- ///
- /// Cache the reference.
- ///
-
- protected virtual void OnEnable ()
- {
- mWidget = target as UIWidget;
- }
-
- ///
- /// Draw the inspector widget.
- ///
-
- public override void OnInspectorGUI ()
- {
- EditorGUIUtility.LookLikeControls(80f);
- EditorGUILayout.Space();
-
- // Check to see if we can draw the widget's default properties to begin with
- if (DrawProperties())
- {
- // Draw all common properties next
- DrawCommonProperties();
- DrawExtraProperties();
- }
- }
-
- ///
- /// All widgets have depth, color and make pixel-perfect options
- ///
-
- protected void DrawCommonProperties ()
- {
- PrefabType type = PrefabUtility.GetPrefabType(mWidget.gameObject);
- NGUIEditorTools.DrawSeparator();
-
-#if UNITY_3_5
- // Pivot point -- old school drop-down style
- UIWidget.Pivot pivot = (UIWidget.Pivot)EditorGUILayout.EnumPopup("Pivot", mWidget.pivot);
-
- if (mWidget.pivot != pivot)
- {
- NGUIEditorTools.RegisterUndo("Pivot Change", mWidget);
- mWidget.pivot = pivot;
- }
-#else
- // Pivot point -- the new, more visual style
- GUILayout.BeginHorizontal();
- GUILayout.Label("Pivot", GUILayout.Width(76f));
- Toggle("\u25C4", "ButtonLeft", UIWidget.Pivot.Left, true);
- Toggle("\u25AC", "ButtonMid", UIWidget.Pivot.Center, true);
- Toggle("\u25BA", "ButtonRight", UIWidget.Pivot.Right, true);
- Toggle("\u25B2", "ButtonLeft", UIWidget.Pivot.Top, false);
- Toggle("\u258C", "ButtonMid", UIWidget.Pivot.Center, false);
- Toggle("\u25BC", "ButtonRight", UIWidget.Pivot.Bottom, false);
- GUILayout.EndHorizontal();
-#endif
-
- // Depth navigation
- if (type != PrefabType.Prefab)
- {
- GUILayout.Space(2f);
- GUILayout.BeginHorizontal();
- {
- EditorGUILayout.PrefixLabel("Depth");
-
- int depth = mWidget.depth;
- if (GUILayout.Button("Back", GUILayout.Width(60f))) --depth;
- depth = EditorGUILayout.IntField(depth);
- if (GUILayout.Button("Forward", GUILayout.Width(60f))) ++depth;
-
- if (mWidget.depth != depth)
- {
- NGUIEditorTools.RegisterUndo("Depth Change", mWidget);
- mWidget.depth = depth;
- }
- }
- GUILayout.EndHorizontal();
-
- int matchingDepths = 0;
-
- for (int i = 0; i < UIWidget.list.size; ++i)
- {
- UIWidget w = UIWidget.list[i];
- if (w != null && w.depth == mWidget.depth)
- ++matchingDepths;
- }
-
- if (matchingDepths > 1)
- {
- EditorGUILayout.HelpBox(matchingDepths + " widgets are using the depth value of " + mWidget.depth +
- ". It may not be clear what should be in front of what.", MessageType.Warning);
- }
- }
-
- // Pixel-correctness
- if (type != PrefabType.Prefab)
- {
- GUILayout.BeginHorizontal();
- {
- EditorGUILayout.PrefixLabel("Correction");
-
- if (GUILayout.Button("Make Pixel-Perfect"))
- {
- NGUIEditorTools.RegisterUndo("Make Pixel-Perfect", mWidget.transform);
- mWidget.MakePixelPerfect();
- }
- }
- GUILayout.EndHorizontal();
- }
-
- EditorGUILayout.Space();
-
- // Color tint
- GUILayout.BeginHorizontal();
- Color color = EditorGUILayout.ColorField("Color Tint", mWidget.color);
- if (GUILayout.Button("Copy", GUILayout.Width(50f)))
- NGUISettings.color = color;
- GUILayout.EndHorizontal();
-
- GUILayout.BeginHorizontal();
- NGUISettings.color = EditorGUILayout.ColorField("Clipboard", NGUISettings.color);
- if (GUILayout.Button("Paste", GUILayout.Width(50f)))
- color = NGUISettings.color;
- GUILayout.EndHorizontal();
-
- if (mWidget.color != color)
- {
- NGUIEditorTools.RegisterUndo("Color Change", mWidget);
- mWidget.color = color;
- }
- }
-
- ///
- /// Draw a toggle button for the pivot point.
- ///
-
- void Toggle (string text, string style, UIWidget.Pivot pivot, bool isHorizontal)
- {
- bool isActive = false;
-
- switch (pivot)
- {
- case UIWidget.Pivot.Left:
- isActive = IsLeft(mWidget.pivot);
- break;
-
- case UIWidget.Pivot.Right:
- isActive = IsRight(mWidget.pivot);
- break;
-
- case UIWidget.Pivot.Top:
- isActive = IsTop(mWidget.pivot);
- break;
-
- case UIWidget.Pivot.Bottom:
- isActive = IsBottom(mWidget.pivot);
- break;
-
- case UIWidget.Pivot.Center:
- isActive = isHorizontal ? pivot == GetHorizontal(mWidget.pivot) : pivot == GetVertical(mWidget.pivot);
- break;
- }
-
- if (GUILayout.Toggle(isActive, text, style) != isActive)
- SetPivot(pivot, isHorizontal);
- }
-
- static bool IsLeft (UIWidget.Pivot pivot)
- {
- return pivot == UIWidget.Pivot.Left ||
- pivot == UIWidget.Pivot.TopLeft ||
- pivot == UIWidget.Pivot.BottomLeft;
- }
-
- static bool IsRight (UIWidget.Pivot pivot)
- {
- return pivot == UIWidget.Pivot.Right ||
- pivot == UIWidget.Pivot.TopRight ||
- pivot == UIWidget.Pivot.BottomRight;
- }
-
- static bool IsTop (UIWidget.Pivot pivot)
- {
- return pivot == UIWidget.Pivot.Top ||
- pivot == UIWidget.Pivot.TopLeft ||
- pivot == UIWidget.Pivot.TopRight;
- }
-
- static bool IsBottom (UIWidget.Pivot pivot)
- {
- return pivot == UIWidget.Pivot.Bottom ||
- pivot == UIWidget.Pivot.BottomLeft ||
- pivot == UIWidget.Pivot.BottomRight;
- }
-
- static UIWidget.Pivot GetHorizontal (UIWidget.Pivot pivot)
- {
- if (IsLeft(pivot)) return UIWidget.Pivot.Left;
- if (IsRight(pivot)) return UIWidget.Pivot.Right;
- return UIWidget.Pivot.Center;
- }
-
- static UIWidget.Pivot GetVertical (UIWidget.Pivot pivot)
- {
- if (IsTop(pivot)) return UIWidget.Pivot.Top;
- if (IsBottom(pivot)) return UIWidget.Pivot.Bottom;
- return UIWidget.Pivot.Center;
- }
-
- static UIWidget.Pivot Combine (UIWidget.Pivot horizontal, UIWidget.Pivot vertical)
- {
- if (horizontal == UIWidget.Pivot.Left)
- {
- if (vertical == UIWidget.Pivot.Top) return UIWidget.Pivot.TopLeft;
- if (vertical == UIWidget.Pivot.Bottom) return UIWidget.Pivot.BottomLeft;
- return UIWidget.Pivot.Left;
- }
-
- if (horizontal == UIWidget.Pivot.Right)
- {
- if (vertical == UIWidget.Pivot.Top) return UIWidget.Pivot.TopRight;
- if (vertical == UIWidget.Pivot.Bottom) return UIWidget.Pivot.BottomRight;
- return UIWidget.Pivot.Right;
- }
- return vertical;
- }
-
- ///
- /// Determine the distance from the mouse position to the world rectangle specified by the 4 points.
- ///
-
- static public float SceneViewDistanceToRectangle (Vector3[] worldPoints, Vector2 mousePos)
- {
- Vector2[] screenPoints = new Vector2[4];
- for (int i = 0; i < 4; ++i)
- screenPoints[i] = HandleUtility.WorldToGUIPoint(worldPoints[i]);
- return NGUIMath.DistanceToRectangle(screenPoints, mousePos);
- }
-
- ///
- /// Raycast into the specified panel, returning a list of widgets.
- /// Just like NGUIMath.Raycast, but doesn't rely on having a camera.
- ///
-
- static public BetterList SceneViewRaycast (UIPanel panel, Vector2 mousePos)
- {
- BetterList list = new BetterList();
-
- for (int i = 0; i < UIWidget.list.size; ++i)
- {
- UIWidget w = UIWidget.list[i];
- Vector3[] corners = NGUIMath.CalculateWidgetCorners(w);
- if (SceneViewDistanceToRectangle(corners, mousePos) == 0f)
- list.Add(w);
- }
-
- list.Sort(delegate(UIWidget w1, UIWidget w2) { return w2.depth.CompareTo(w1.depth); });
- return list;
- }
-
- void SetPivot (UIWidget.Pivot pivot, bool isHorizontal)
- {
- UIWidget.Pivot horizontal = GetHorizontal(mWidget.pivot);
- UIWidget.Pivot vertical = GetVertical(mWidget.pivot);
-
- pivot = isHorizontal ? Combine(pivot, vertical) : Combine(horizontal, pivot);
-
- if (mWidget.pivot != pivot)
- {
- NGUIEditorTools.RegisterUndo("Pivot change", mWidget);
- mWidget.pivot = pivot;
- }
- }
-
- ///
- /// Any and all derived functionality.
- ///
-
- protected virtual void OnInit() { }
- protected virtual bool DrawProperties () { return true; }
- protected virtual void DrawExtraProperties () { }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs.meta b/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs.meta
deleted file mode 100644
index aa68648..0000000
--- a/Assets/Libraries/NGUI/Scripts/Editor/UIWidgetInspector.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: d8a786fe017602a438111c9d297ffcac
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Interaction.meta b/Assets/Libraries/NGUI/Scripts/Interaction.meta
deleted file mode 100644
index 86dddc3..0000000
--- a/Assets/Libraries/NGUI/Scripts/Interaction.meta
+++ /dev/null
@@ -1,5 +0,0 @@
-fileFormatVersion: 2
-guid: 45d02d8d61ab82148beaa0e15dead959
-folderAsset: yes
-DefaultImporter:
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs b/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs
deleted file mode 100644
index 898f32e..0000000
--- a/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs
+++ /dev/null
@@ -1,49 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-using System.Collections.Generic;
-
-///
-/// Turns the popup list it's attached to into a language selection list.
-///
-
-[RequireComponent(typeof(UIPopupList))]
-[AddComponentMenu("NGUI/Interaction/Language Selection")]
-public class LanguageSelection : MonoBehaviour
-{
- UIPopupList mList;
-
- void Start ()
- {
- mList = GetComponent();
- UpdateList();
- mList.eventReceiver = gameObject;
- mList.functionName = "OnLanguageSelection";
- }
-
- void UpdateList ()
- {
- if (Localization.instance != null && Localization.instance.languages != null && Localization.instance.languages.Length > 0)
- {
- mList.items.Clear();
-
- for (int i = 0, imax = Localization.instance.languages.Length; i < imax; ++i)
- {
- TextAsset asset = Localization.instance.languages[i];
- if (asset != null) mList.items.Add(asset.name);
- }
- mList.selection = Localization.instance.currentLanguage;
- }
- }
-
- void OnLanguageSelection (string language)
- {
- if (Localization.instance != null)
- {
- Localization.instance.currentLanguage = language;
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs.meta
deleted file mode 100644
index dc32903..0000000
--- a/Assets/Libraries/NGUI/Scripts/Interaction/LanguageSelection.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: c70d290e4a4da804eb63c8b0c528a1b7
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs
deleted file mode 100644
index ef8188e..0000000
--- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs
+++ /dev/null
@@ -1,82 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-
-///
-/// Similar to UIButtonColor, but adds a 'disabled' state based on whether the collider is enabled or not.
-///
-
-[AddComponentMenu("NGUI/Interaction/Button")]
-public class UIButton : UIButtonColor
-{
- ///
- /// Color that will be applied when the button is disabled.
- ///
-
- public Color disabledColor = Color.grey;
-
- ///
- /// If the collider is disabled, assume the disabled color.
- ///
-
- protected override void OnEnable ()
- {
- if (isEnabled) base.OnEnable();
- else UpdateColor(false, true);
- }
-
- public override void OnHover (bool isOver) { if (isEnabled) base.OnHover(isOver); }
- public override void OnPress (bool isPressed) { if (isEnabled) base.OnPress(isPressed); }
-
- ///
- /// Whether the button should be enabled.
- ///
-
- public bool isEnabled
- {
- get
- {
- Collider col = collider;
- return col && col.enabled;
- }
- set
- {
- Collider col = collider;
- if (!col) return;
-
- if (col.enabled != value)
- {
- col.enabled = value;
- UpdateColor(value, false);
- }
- }
- }
-
- ///
- /// Update the button's color to either enabled or disabled state.
- ///
-
- public void UpdateColor (bool shouldBeEnabled, bool immediate)
- {
- if (tweenTarget)
- {
- if (!mStarted)
- {
- mStarted = true;
- Init();
- }
-
- Color c = shouldBeEnabled ? defaultColor : disabledColor;
- TweenColor tc = TweenColor.Begin(tweenTarget, 0.15f, c);
-
- if (immediate)
- {
- tc.color = c;
- tc.enabled = false;
- }
- }
- }
-}
diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs.meta
deleted file mode 100644
index 9dd064e..0000000
--- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButton.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 1fdca5042b1d12a4890ec1bd4f04290d
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs
deleted file mode 100644
index 7122a09..0000000
--- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs
+++ /dev/null
@@ -1,19 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-
-///
-/// Very basic script that will activate or deactivate an object (and all of its children) when clicked.
-///
-
-[AddComponentMenu("NGUI/Interaction/Button Activate")]
-public class UIButtonActivate : MonoBehaviour
-{
- public GameObject target;
- public bool state = true;
-
- void OnClick () { if (target != null) NGUITools.SetActive(target, state); }
-}
\ No newline at end of file
diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs.meta b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs.meta
deleted file mode 100644
index bf68221..0000000
--- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonActivate.cs.meta
+++ /dev/null
@@ -1,8 +0,0 @@
-fileFormatVersion: 2
-guid: 2e1a147c24165da4b8936f4a453da17e
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
diff --git a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonColor.cs b/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonColor.cs
deleted file mode 100644
index fdd92d5..0000000
--- a/Assets/Libraries/NGUI/Scripts/Interaction/UIButtonColor.cs
+++ /dev/null
@@ -1,139 +0,0 @@
-//----------------------------------------------
-// NGUI: Next-Gen UI kit
-// Copyright © 2011-2013 Tasharen Entertainment
-//----------------------------------------------
-
-using UnityEngine;
-
-///
-/// Simple example script of how a button can be colored when the mouse hovers over it or it gets pressed.
-///
-
-[AddComponentMenu("NGUI/Interaction/Button Color")]
-public class UIButtonColor : MonoBehaviour
-{
- ///
- /// Target with a widget, renderer, or light that will have its color tweened.
- ///
-
- public GameObject tweenTarget;
-
- ///
- /// Color to apply on hover event (mouse only).
- ///
-
- public Color hover = new Color(0.6f, 1f, 0.2f, 1f);
-
- ///
- /// Color to apply on the pressed event.
- ///
-
- public Color pressed = Color.grey;
-
- ///
- /// Duration of the tween process.
- ///
-
- public float duration = 0.2f;
-
- protected Color mColor;
- protected bool mStarted = false;
- protected bool mHighlighted = false;
-
- ///
- /// UIButtonColor's default (starting) color. It's useful to be able to change it, just in case.
- ///
-
- public Color defaultColor
- {
- get
- {
- Start();
- return mColor;
- }
- set
- {
- Start();
- mColor = value;
- }
- }
-
- void Start ()
- {
- if (!mStarted)
- {
- Init();
- mStarted = true;
- }
- }
-
- protected virtual void OnEnable () { if (mStarted && mHighlighted) OnHover(UICamera.IsHighlighted(gameObject)); }
-
- void OnDisable ()
- {
- if (mStarted && tweenTarget != null)
- {
- TweenColor tc = tweenTarget.GetComponent();
-
- if (tc != null)
- {
- tc.color = mColor;
- tc.enabled = false;
- }
- }
- }
-
- protected void Init ()
- {
- if (tweenTarget == null) tweenTarget = gameObject;
- UIWidget widget = tweenTarget.GetComponent