Made outline shader debuggable in editor
This commit is contained in:
5191
Assets/Art/Materials/OutlineGlowShader.shadergraph
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5191
Assets/Art/Materials/OutlineGlowShader.shadergraph
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1079
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1079
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m_RayTraceProcedural: 0
|
||||
m_RayTracingAccelStructBuildFlagsOverride: 0
|
||||
m_RayTracingAccelStructBuildFlags: 1
|
||||
m_SmallMeshCulling: 1
|
||||
m_ForceMeshLod: -1
|
||||
m_MeshLodSelectionBias: 0
|
||||
m_RenderingLayerMask: 1
|
||||
m_RendererPriority: 0
|
||||
m_Materials:
|
||||
- {fileID: 1397240386}
|
||||
m_StaticBatchInfo:
|
||||
firstSubMesh: 0
|
||||
subMeshCount: 0
|
||||
m_StaticBatchRoot: {fileID: 0}
|
||||
m_ProbeAnchor: {fileID: 0}
|
||||
m_LightProbeVolumeOverride: {fileID: 0}
|
||||
m_ScaleInLightmap: 1
|
||||
m_ReceiveGI: 1
|
||||
m_PreserveUVs: 0
|
||||
m_IgnoreNormalsForChartDetection: 0
|
||||
m_ImportantGI: 0
|
||||
m_StitchLightmapSeams: 1
|
||||
m_SelectedEditorRenderState: 0
|
||||
m_MinimumChartSize: 4
|
||||
m_AutoUVMaxDistance: 0.5
|
||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_GlobalIlluminationMeshLod: 0
|
||||
m_SortingLayerID: 0
|
||||
m_SortingLayer: 0
|
||||
m_SortingOrder: 1
|
||||
m_MaskInteraction: 0
|
||||
m_Sprite: {fileID: -1317397836, guid: 88ebd40823d503a44af6d726c6b5aab5, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_FlipX: 0
|
||||
m_FlipY: 0
|
||||
m_DrawMode: 0
|
||||
m_Size: {x: 4.6, y: 7.06}
|
||||
m_AdaptiveModeThreshold: 0.5
|
||||
m_SpriteTileMode: 0
|
||||
m_WasSpriteAssigned: 1
|
||||
m_SpriteSortPoint: 0
|
||||
--- !u!1001 &2109163090
|
||||
PrefabInstance:
|
||||
m_ObjectHideFlags: 0
|
||||
|
||||
@@ -1,20 +1,26 @@
|
||||
using System;
|
||||
using AppleHills;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Core.Lifecycle;
|
||||
|
||||
public class GlowOutline : MonoBehaviour
|
||||
public class GlowOutline : ManagedBehaviour
|
||||
{
|
||||
|
||||
private SpriteRenderer parentSprite;
|
||||
private SpriteRenderer outlineSprite;
|
||||
private Color outlineColor;
|
||||
private Transform[] childrenTransforms;
|
||||
private SpriteRenderer[] childrenSprites;
|
||||
private Material[] childrenMaterials;
|
||||
private List<GlowOutlineData> outlineColors;
|
||||
|
||||
public float thiccness;
|
||||
public GlowOutlineData.InteractionType interactionType;
|
||||
|
||||
|
||||
public float scaleFactor;
|
||||
public GlowOutlineData[] outlineModes;
|
||||
|
||||
|
||||
|
||||
private void OnEnable()
|
||||
internal override void OnManagedStart()
|
||||
{
|
||||
SetupOutline();
|
||||
}
|
||||
@@ -22,12 +28,61 @@ public class GlowOutline : MonoBehaviour
|
||||
|
||||
private void SetupOutline()
|
||||
{
|
||||
parentSprite = GetComponentInParent<SpriteRenderer>();
|
||||
// Get references to item sprite, own sprite and the outline settings from Interaction Settings
|
||||
outlineColors = SettingsAccess.GetInteractionOutlineColors();
|
||||
outlineSprite = GetComponent<SpriteRenderer>();
|
||||
|
||||
outlineSprite.sprite = parentSprite.sprite;
|
||||
gameObject.transform.localScale = gameObject.transform.localScale * scaleFactor;
|
||||
//outlineSprite.color = outlineColour;
|
||||
// Get the transforms and spriterenderers of children
|
||||
childrenTransforms = GetComponentsInChildren<Transform>();
|
||||
childrenSprites = GetComponentsInChildren<SpriteRenderer>();
|
||||
// childrenMaterials = GetComponentsInChildren<Material>();
|
||||
|
||||
// Set the color overlay of the sprites to colour our outline with the colors set in Interaction Settings
|
||||
foreach (GlowOutlineData data in outlineColors)
|
||||
{
|
||||
if (data.interaction == interactionType)
|
||||
{
|
||||
outlineColor = data.outlineColour;
|
||||
Debug.Log(outlineColor);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Find the spriterenderer in parent gameobject, but ignore our own spriterenderer
|
||||
foreach (SpriteRenderer sprite in GetComponentsInParent<SpriteRenderer>())
|
||||
{
|
||||
if (sprite != this.GetComponent<SpriteRenderer>())
|
||||
{
|
||||
parentSprite = sprite;
|
||||
}
|
||||
}
|
||||
|
||||
// Set the scale and sprite of each child. Skip first child because that's the outline object.
|
||||
childrenTransforms[1].localPosition = new Vector3(1, 0, 0) * thiccness;
|
||||
childrenTransforms[2].localPosition = new Vector3(-1, 0, 0) * thiccness;
|
||||
childrenTransforms[3].localPosition = new Vector3(0, 1, 0) * thiccness;
|
||||
childrenTransforms[4].localPosition = new Vector3(0, -1, 0) * thiccness;
|
||||
|
||||
foreach (SpriteRenderer childSprite in childrenSprites)
|
||||
{
|
||||
childSprite.sprite = parentSprite.sprite;
|
||||
childSprite.material.color = outlineColor;
|
||||
}
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
// Update outline in editor
|
||||
private void OnValidate()
|
||||
{
|
||||
SetupOutline();
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -17,11 +17,11 @@ MonoBehaviour:
|
||||
followerPickupDelay: 0.2
|
||||
interactionOutlineColors:
|
||||
- interaction: 0
|
||||
outlineColour: {r: 1, g: 0.87843144, b: 0.57254905, a: 0}
|
||||
outlineColour: {r: 1, g: 0.87843144, b: 0.57254905, a: 1}
|
||||
- interaction: 1
|
||||
outlineColour: {r: 0.5058824, g: 0.7803922, b: 0.8862746, a: 0}
|
||||
outlineColour: {r: 0.5058824, g: 0.7803922, b: 0.8862746, a: 1}
|
||||
- interaction: 2
|
||||
outlineColour: {r: 0.62352943, g: 0.62352943, b: 0.8078432, a: 0}
|
||||
outlineColour: {r: 0.62352943, g: 0.62352943, b: 0.8078432, a: 1}
|
||||
interactableLayerMask:
|
||||
serializedVersion: 2
|
||||
m_Bits: 1024
|
||||
|
||||
@@ -13,3 +13,4 @@ MonoBehaviour:
|
||||
m_Name:
|
||||
m_EditorClassIdentifier:
|
||||
m_LastMaterialVersion: 10
|
||||
m_ProjectSettingFolderPath: URPDefaultResources
|
||||
|
||||
Reference in New Issue
Block a user