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Abdulrahman Mohammed
1stGames
Commits
04f54655
Commit
04f54655
authored
Oct 27, 2025
by
Abdulrahman Mohammed
Browse files
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Browse Files
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Plain Diff
Fix some erros
parent
73de2004
Changes
5
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Showing
5 changed files
with
1854 additions
and
667 deletions
+1854
-667
Outline.cs
Assets/QuickOutline/Scripts/Outline.cs
+268
-217
Highlight.mat
Assets/Scenes/1st/Material/Highlight.mat
+2
-2
ExperimentManager.cs
Assets/Scenes/1st/Scripts/ExperimentManager.cs
+2
-0
Light.asset
Assets/Scenes/Test 2/Font/TSHakwaty/Light.asset
+129
-21
test.unity
Assets/Scenes/Test 2/test.unity
+1453
-427
No files found.
Assets/QuickOutline/Scripts/Outline.cs
View file @
04f54655
...
@@ -13,297 +13,348 @@ using UnityEngine;
...
@@ -13,297 +13,348 @@ using UnityEngine;
[DisallowMultipleComponent]
[DisallowMultipleComponent]
public
class
Outline
:
MonoBehaviour
{
public
class
Outline
:
MonoBehaviour
private
static
HashSet
<
Mesh
>
registeredMeshes
=
new
HashSet
<
Mesh
>();
{
private
static
HashSet
<
Mesh
>
registeredMeshes
=
new
HashSet
<
Mesh
>();
public
enum
Mode
{
Color
HighlightColor
=
new
Color
(
0.1674803f
,
0.8264151f
,
0.1294197f
,
1
);
OutlineAll
,
Color
DefultColor
=
Color
.
black
;
OutlineVisible
,
public
enum
Mode
OutlineHidden
,
{
OutlineAndSilhouette
,
OutlineAll
,
SilhouetteOnly
OutlineVisible
,
}
OutlineHidden
,
OutlineAndSilhouette
,
public
Mode
OutlineMode
{
SilhouetteOnly
get
{
return
outlineMode
;
}
set
{
outlineMode
=
value
;
needsUpdate
=
true
;
}
}
}
public
Color
OutlineColor
{
public
Mode
OutlineMode
get
{
return
outlineColor
;
}
{
set
{
get
{
return
outlineMode
;
}
outlineColor
=
value
;
set
needsUpdate
=
true
;
{
outlineMode
=
value
;
needsUpdate
=
true
;
}
}
}
}
public
float
OutlineWidth
{
public
Color
OutlineColor
get
{
return
outlineWidth
;
}
{
set
{
get
{
return
outlineColor
;
}
outlineWidth
=
value
;
set
needsUpdate
=
true
;
{
outlineColor
=
value
;
needsUpdate
=
true
;
}
}
}
}
[
Serializable
]
public
float
OutlineWidth
private
class
ListVector3
{
{
public
List
<
Vector3
>
data
;
get
{
return
outlineWidth
;
}
}
set
{
outlineWidth
=
value
;
needsUpdate
=
true
;
}
}
[
Serializable
]
private
class
ListVector3
{
public
List
<
Vector3
>
data
;
}
[
SerializeField
]
[
SerializeField
]
private
Mode
outlineMode
;
private
Mode
outlineMode
;
[
SerializeField
]
[
SerializeField
]
private
Color
outlineColor
=
Color
.
white
;
private
Color
outlineColor
=
Color
.
white
;
[
SerializeField
,
Range
(
0f
,
10f
)]
[
SerializeField
,
Range
(
0f
,
10f
)]
private
float
outlineWidth
=
2f
;
private
float
outlineWidth
=
2f
;
[
Header
(
"Optional"
)]
[
Header
(
"Optional"
)]
[
SerializeField
,
Tooltip
(
"Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
[
SerializeField
,
Tooltip
(
"Precompute enabled: Per-vertex calculations are performed in the editor and serialized with the object. "
+
"Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes."
)]
+
"Precompute disabled: Per-vertex calculations are performed at runtime in Awake(). This may cause a pause for large meshes."
)]
private
bool
precomputeOutline
;
private
bool
precomputeOutline
;
[
SerializeField
,
HideInInspector
]
[
SerializeField
,
HideInInspector
]
private
List
<
Mesh
>
bakeKeys
=
new
List
<
Mesh
>();
private
List
<
Mesh
>
bakeKeys
=
new
List
<
Mesh
>();
[
SerializeField
,
HideInInspector
]
[
SerializeField
,
HideInInspector
]
private
List
<
ListVector3
>
bakeValues
=
new
List
<
ListVector3
>();
private
List
<
ListVector3
>
bakeValues
=
new
List
<
ListVector3
>();
private
Renderer
[]
renderers
;
private
Renderer
[]
renderers
;
private
Material
outlineMaskMaterial
;
private
Material
outlineMaskMaterial
;
private
Material
outlineFillMaterial
;
private
Material
outlineFillMaterial
;
private
bool
needsUpdate
;
private
bool
needsUpdate
;
void
Awake
()
{
void
Awake
()
{
// Cache renderers
// Cache renderers
renderers
=
GetComponentsInChildren
<
Renderer
>();
renderers
=
GetComponentsInChildren
<
Renderer
>();
// Instantiate outline materials
// Instantiate outline materials
outlineMaskMaterial
=
Instantiate
(
Resources
.
Load
<
Material
>(
@"Materials/OutlineMask"
));
outlineMaskMaterial
=
Instantiate
(
Resources
.
Load
<
Material
>(
@"Materials/OutlineMask"
));
outlineFillMaterial
=
Instantiate
(
Resources
.
Load
<
Material
>(
@"Materials/OutlineFill"
));
outlineFillMaterial
=
Instantiate
(
Resources
.
Load
<
Material
>(
@"Materials/OutlineFill"
));
outlineMaskMaterial
.
name
=
"OutlineMask (Instance)"
;
outlineMaskMaterial
.
name
=
"OutlineMask (Instance)"
;
outlineFillMaterial
.
name
=
"OutlineFill (Instance)"
;
outlineFillMaterial
.
name
=
"OutlineFill (Instance)"
;
// Retrieve or generate smooth normals
// Retrieve or generate smooth normals
LoadSmoothNormals
();
LoadSmoothNormals
();
// Apply material properties immediately
// Apply material properties immediately
needsUpdate
=
true
;
needsUpdate
=
true
;
}
}
void
OnEnable
()
{
void
OnEnable
()
foreach
(
var
renderer
in
renderers
)
{
{
foreach
(
var
renderer
in
renderers
)
{
// Append outline shaders
// Append outline shaders
var
materials
=
renderer
.
sharedMaterials
.
ToList
();
var
materials
=
renderer
.
sharedMaterials
.
ToList
();
materials
.
Add
(
outlineMaskMaterial
);
materials
.
Add
(
outlineMaskMaterial
);
materials
.
Add
(
outlineFillMaterial
);
materials
.
Add
(
outlineFillMaterial
);
renderer
.
materials
=
materials
.
ToArray
();
renderer
.
materials
=
materials
.
ToArray
();
}
}
}
}
void
OnValidate
()
{
void
OnValidate
()
{
// Update material properties
// Update material properties
needsUpdate
=
true
;
needsUpdate
=
true
;
// Clear cache when baking is disabled or corrupted
// Clear cache when baking is disabled or corrupted
if
(!
precomputeOutline
&&
bakeKeys
.
Count
!=
0
||
bakeKeys
.
Count
!=
bakeValues
.
Count
)
{
if
(!
precomputeOutline
&&
bakeKeys
.
Count
!=
0
||
bakeKeys
.
Count
!=
bakeValues
.
Count
)
bakeKeys
.
Clear
();
{
bakeValues
.
Clear
();
bakeKeys
.
Clear
();
}
bakeValues
.
Clear
();
}
// Generate smooth normals when baking is enabled
// Generate smooth normals when baking is enabled
if
(
precomputeOutline
&&
bakeKeys
.
Count
==
0
)
{
if
(
precomputeOutline
&&
bakeKeys
.
Count
==
0
)
Bake
();
{
Bake
();
}
}
}
}
void
Update
()
{
void
Update
()
if
(
needsUpdate
)
{
{
needsUpdate
=
false
;
if
(
needsUpdate
)
{
needsUpdate
=
false
;
UpdateMaterialProperties
();
UpdateMaterialProperties
();
}
}
}
}
void
OnDisable
()
{
void
OnDisable
()
foreach
(
var
renderer
in
renderers
)
{
{
foreach
(
var
renderer
in
renderers
)
{
// Remove outline shaders
// Remove outline shaders
var
materials
=
renderer
.
sharedMaterials
.
ToList
();
var
materials
=
renderer
.
sharedMaterials
.
ToList
();
materials
.
Remove
(
outlineMaskMaterial
);
materials
.
Remove
(
outlineMaskMaterial
);
materials
.
Remove
(
outlineFillMaterial
);
materials
.
Remove
(
outlineFillMaterial
);
renderer
.
materials
=
materials
.
ToArray
();
renderer
.
materials
=
materials
.
ToArray
();
}
}
}
}
void
OnDestroy
()
{
// Destroy material instances
void
OnDestroy
()
Destroy
(
outlineMaskMaterial
);
{
Destroy
(
outlineFillMaterial
);
}
void
Bake
()
{
// Destroy material instances
Destroy
(
outlineMaskMaterial
);
Destroy
(
outlineFillMaterial
);
}
public
void
EnableHighLightColor
(
bool
enable
)
{
if
(
enable
)
{
outlineColor
=
HighlightColor
;
}
else
{
outlineColor
=
DefultColor
;
}
needsUpdate
=
true
;
}
void
Bake
()
{
// Generate smooth normals for each mesh
// Generate smooth normals for each mesh
var
bakedMeshes
=
new
HashSet
<
Mesh
>();
var
bakedMeshes
=
new
HashSet
<
Mesh
>();
foreach
(
var
meshFilter
in
GetComponentsInChildren
<
MeshFilter
>())
{
foreach
(
var
meshFilter
in
GetComponentsInChildren
<
MeshFilter
>())
{
// Skip duplicates
// Skip duplicates
if
(!
bakedMeshes
.
Add
(
meshFilter
.
sharedMesh
))
{
if
(!
bakedMeshes
.
Add
(
meshFilter
.
sharedMesh
))
continue
;
{
}
continue
;
}
// Serialize smooth normals
// Serialize smooth normals
var
smoothNormals
=
SmoothNormals
(
meshFilter
.
sharedMesh
);
var
smoothNormals
=
SmoothNormals
(
meshFilter
.
sharedMesh
);
bakeKeys
.
Add
(
meshFilter
.
sharedMesh
);
bakeKeys
.
Add
(
meshFilter
.
sharedMesh
);
bakeValues
.
Add
(
new
ListVector3
()
{
data
=
smoothNormals
});
bakeValues
.
Add
(
new
ListVector3
()
{
data
=
smoothNormals
});
}
}
}
}
void
LoadSmoothNormals
()
{
void
LoadSmoothNormals
()
{
// Retrieve or generate smooth normals
// Retrieve or generate smooth normals
foreach
(
var
meshFilter
in
GetComponentsInChildren
<
MeshFilter
>())
{
foreach
(
var
meshFilter
in
GetComponentsInChildren
<
MeshFilter
>())
{
// Skip if smooth normals have already been adopted
// Skip if smooth normals have already been adopted
if
(!
registeredMeshes
.
Add
(
meshFilter
.
sharedMesh
))
{
if
(!
registeredMeshes
.
Add
(
meshFilter
.
sharedMesh
))
continue
;
{
}
continue
;
}
// Retrieve or generate smooth normals
// Retrieve or generate smooth normals
var
index
=
bakeKeys
.
IndexOf
(
meshFilter
.
sharedMesh
);
var
index
=
bakeKeys
.
IndexOf
(
meshFilter
.
sharedMesh
);
var
smoothNormals
=
(
index
>=
0
)
?
bakeValues
[
index
].
data
:
SmoothNormals
(
meshFilter
.
sharedMesh
);
var
smoothNormals
=
(
index
>=
0
)
?
bakeValues
[
index
].
data
:
SmoothNormals
(
meshFilter
.
sharedMesh
);
// Store smooth normals in UV3
// Store smooth normals in UV3
meshFilter
.
sharedMesh
.
SetUVs
(
3
,
smoothNormals
);
meshFilter
.
sharedMesh
.
SetUVs
(
3
,
smoothNormals
);
// Combine submeshes
// Combine submeshes
var
renderer
=
meshFilter
.
GetComponent
<
Renderer
>();
var
renderer
=
meshFilter
.
GetComponent
<
Renderer
>();
if
(
renderer
!=
null
)
{
if
(
renderer
!=
null
)
CombineSubmeshes
(
meshFilter
.
sharedMesh
,
renderer
.
sharedMaterials
);
{
}
CombineSubmeshes
(
meshFilter
.
sharedMesh
,
renderer
.
sharedMaterials
);
}
}
}
// Clear UV3 on skinned mesh renderers
// Clear UV3 on skinned mesh renderers
foreach
(
var
skinnedMeshRenderer
in
GetComponentsInChildren
<
SkinnedMeshRenderer
>())
{
foreach
(
var
skinnedMeshRenderer
in
GetComponentsInChildren
<
SkinnedMeshRenderer
>())
{
// Skip if UV3 has already been reset
// Skip if UV3 has already been reset
if
(!
registeredMeshes
.
Add
(
skinnedMeshRenderer
.
sharedMesh
))
{
if
(!
registeredMeshes
.
Add
(
skinnedMeshRenderer
.
sharedMesh
))
continue
;
{
}
continue
;
}
// Clear UV3
// Clear UV3
skinnedMeshRenderer
.
sharedMesh
.
uv4
=
new
Vector2
[
skinnedMeshRenderer
.
sharedMesh
.
vertexCount
];
skinnedMeshRenderer
.
sharedMesh
.
uv4
=
new
Vector2
[
skinnedMeshRenderer
.
sharedMesh
.
vertexCount
];
// Combine submeshes
// Combine submeshes
CombineSubmeshes
(
skinnedMeshRenderer
.
sharedMesh
,
skinnedMeshRenderer
.
sharedMaterials
);
CombineSubmeshes
(
skinnedMeshRenderer
.
sharedMesh
,
skinnedMeshRenderer
.
sharedMaterials
);
}
}
}
}
List
<
Vector3
>
SmoothNormals
(
Mesh
mesh
)
{
List
<
Vector3
>
SmoothNormals
(
Mesh
mesh
)
{
// Group vertices by location
// Group vertices by location
var
groups
=
mesh
.
vertices
.
Select
((
vertex
,
index
)
=>
new
KeyValuePair
<
Vector3
,
int
>(
vertex
,
index
)).
GroupBy
(
pair
=>
pair
.
Key
);
var
groups
=
mesh
.
vertices
.
Select
((
vertex
,
index
)
=>
new
KeyValuePair
<
Vector3
,
int
>(
vertex
,
index
)).
GroupBy
(
pair
=>
pair
.
Key
);
// Copy normals to a new list
// Copy normals to a new list
var
smoothNormals
=
new
List
<
Vector3
>(
mesh
.
normals
);
var
smoothNormals
=
new
List
<
Vector3
>(
mesh
.
normals
);
// Average normals for grouped vertices
// Average normals for grouped vertices
foreach
(
var
group
in
groups
)
{
foreach
(
var
group
in
groups
)
{
// Skip single vertices
// Skip single vertices
if
(
group
.
Count
()
==
1
)
{
if
(
group
.
Count
()
==
1
)
continue
;
{
}
continue
;
}
// Calculate the average normal
// Calculate the average normal
var
smoothNormal
=
Vector3
.
zero
;
var
smoothNormal
=
Vector3
.
zero
;
foreach
(
var
pair
in
group
)
{
foreach
(
var
pair
in
group
)
smoothNormal
+=
smoothNormals
[
pair
.
Value
];
{
}
smoothNormal
+=
smoothNormals
[
pair
.
Value
];
}
smoothNormal
.
Normalize
();
smoothNormal
.
Normalize
();
// Assign smooth normal to each vertex
// Assign smooth normal to each vertex
foreach
(
var
pair
in
group
)
{
foreach
(
var
pair
in
group
)
smoothNormals
[
pair
.
Value
]
=
smoothNormal
;
{
}
smoothNormals
[
pair
.
Value
]
=
smoothNormal
;
}
}
return
smoothNormals
;
}
}
return
smoothNormals
;
void
CombineSubmeshes
(
Mesh
mesh
,
Material
[]
materials
)
}
{
void
CombineSubmeshes
(
Mesh
mesh
,
Material
[]
materials
)
{
// Skip meshes with a single submesh
if
(
mesh
.
subMeshCount
==
1
)
{
return
;
}
// Skip meshes with a single submesh
// Skip if submesh count exceeds material count
if
(
mesh
.
subMeshCount
==
1
)
{
if
(
mesh
.
subMeshCount
>
materials
.
Length
)
return
;
{
}
return
;
}
// Skip if submesh count exceeds material count
// Append combined submesh
if
(
mesh
.
subMeshCount
>
materials
.
Length
)
{
mesh
.
subMeshCount
++;
return
;
mesh
.
SetTriangles
(
mesh
.
triangles
,
mesh
.
subMeshCount
-
1
)
;
}
}
// Append combined submesh
void
UpdateMaterialProperties
()
mesh
.
subMeshCount
++;
{
mesh
.
SetTriangles
(
mesh
.
triangles
,
mesh
.
subMeshCount
-
1
);
}
// Apply properties according to mode
outlineFillMaterial
.
SetColor
(
"_OutlineColor"
,
outlineColor
);
void
UpdateMaterialProperties
()
{
switch
(
outlineMode
)
// Apply properties according to mode
{
outlineFillMaterial
.
SetColor
(
"_OutlineColor"
,
outlineColor
);
case
Mode
.
OutlineAll
:
outlineMaskMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Always
);
switch
(
outlineMode
)
{
outlineFillMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Always
);
case
Mode
.
OutlineAll
:
outlineFillMaterial
.
SetFloat
(
"_OutlineWidth"
,
outlineWidth
);
outlineMaskMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Always
);
break
;
outlineFillMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Always
);
outlineFillMaterial
.
SetFloat
(
"_OutlineWidth"
,
outlineWidth
);
case
Mode
.
OutlineVisible
:
break
;
outlineMaskMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Always
);
outlineFillMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
LessEqual
);
case
Mode
.
OutlineVisible
:
outlineFillMaterial
.
SetFloat
(
"_OutlineWidth"
,
outlineWidth
);
outlineMaskMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Always
);
break
;
outlineFillMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
LessEqual
);
outlineFillMaterial
.
SetFloat
(
"_OutlineWidth"
,
outlineWidth
);
case
Mode
.
OutlineHidden
:
break
;
outlineMaskMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Always
);
outlineFillMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Greater
);
case
Mode
.
OutlineHidden
:
outlineFillMaterial
.
SetFloat
(
"_OutlineWidth"
,
outlineWidth
);
outlineMaskMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Always
);
break
;
outlineFillMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Greater
);
outlineFillMaterial
.
SetFloat
(
"_OutlineWidth"
,
outlineWidth
);
case
Mode
.
OutlineAndSilhouette
:
break
;
outlineMaskMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
LessEqual
);
outlineFillMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Always
);
case
Mode
.
OutlineAndSilhouette
:
outlineFillMaterial
.
SetFloat
(
"_OutlineWidth"
,
outlineWidth
);
outlineMaskMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
LessEqual
);
break
;
outlineFillMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Always
);
outlineFillMaterial
.
SetFloat
(
"_OutlineWidth"
,
outlineWidth
);
case
Mode
.
SilhouetteOnly
:
break
;
outlineMaskMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
LessEqual
);
outlineFillMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Greater
);
case
Mode
.
SilhouetteOnly
:
outlineFillMaterial
.
SetFloat
(
"_OutlineWidth"
,
0f
);
outlineMaskMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
LessEqual
);
break
;
outlineFillMaterial
.
SetFloat
(
"_ZTest"
,
(
float
)
UnityEngine
.
Rendering
.
CompareFunction
.
Greater
);
}
outlineFillMaterial
.
SetFloat
(
"_OutlineWidth"
,
0f
);
break
;
}
}
}
}
}
Assets/Scenes/1st/Material/Highlight.mat
View file @
04f54655
...
@@ -135,8 +135,8 @@ Material:
...
@@ -135,8 +135,8 @@ Material:
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:
1
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:
1
-
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:
0
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:
0
m_Colors
:
m_Colors
:
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:
{
r
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0
,
g
:
1
,
b
:
0.108
99062
,
a
:
0.17384772
}
-
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:
{
r
:
0
,
g
:
1
,
b
:
0.108
61423
,
a
:
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}
-
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:
{
r
:
0
,
g
:
1
,
b
:
0.108
99224
,
a
:
0.21746951
}
-
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:
{
r
:
0
,
g
:
1
,
b
:
0.108
64916
,
a
:
0.27467602
}
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:
{
r
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0
,
g
:
0
,
b
:
0
,
a
:
1
}
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:
{
r
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0
,
g
:
0
,
b
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0
,
a
:
1
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:
{
r
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0.19999996
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g
:
0.19999996
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b
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a
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g
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0.19999996
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b
:
0.19999996
,
a
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m_BuildTextureStacks
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[]
Assets/Scenes/1st/Scripts/ExperimentManager.cs
View file @
04f54655
...
@@ -55,6 +55,8 @@ public class ExperimentManager : MonoBehaviour
...
@@ -55,6 +55,8 @@ public class ExperimentManager : MonoBehaviour
}
}
public
void
CloseApp
()
public
void
CloseApp
()
{
{
GameContextBuilder
.
Instance
.
ClearActions
();
GameContextBuilder
.
Instance
.
ClearObjective
();
Application
.
Quit
();
Application
.
Quit
();
}
}
}
}
Assets/Scenes/Test 2/Font/TSHakwaty/Light.asset
View file @
04f54655
This source diff could not be displayed because it is too large. You can
view the blob
instead.
Assets/Scenes/Test 2/test.unity
View file @
04f54655
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