Commit f5953b58 authored by MernaTarek55's avatar MernaTarek55

fix panel

parent 01364625
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using UnityEngine;
using DG.Tweening;
public class UIPanelTween : MonoBehaviour
{
public enum AnimationType
{
SlideLeft,
SlideRight,
Fade
}
[SerializeField] GameObject d;
[Header("Settings")]
public AnimationType animationType = AnimationType.SlideLeft;
public float duration = 0.5f;
public Ease ease = Ease.OutCubic;
[Header("Panel Reference")]
public RectTransform panel; // Assign any panel here
public CanvasGroup canvasGroup; // Only needed for Fade
private Vector2 startPos;
void Awake()
{
if (panel == null)
Debug.LogWarning("Panel not assigned!");
if (animationType == AnimationType.Fade && canvasGroup == null)
Debug.LogWarning("CanvasGroup needed for Fade animation!");
if (panel != null)
startPos = panel.anchoredPosition;
}
[ContextMenu("Open")]
// ================== OPEN ==================
public void Open()
{
if (panel == null) return;
panel.DOKill();
canvasGroup?.DOKill();
panel.gameObject.SetActive(true);
switch (animationType)
{
case AnimationType.SlideLeft:
panel.anchoredPosition = startPos + Vector2.left * panel.rect.width;
panel.DOAnchorPos(startPos, duration).SetEase(ease);
break;
case AnimationType.SlideRight:
panel.anchoredPosition = startPos + Vector2.right * panel.rect.width;
panel.DOAnchorPos(startPos, duration).SetEase(ease);
break;
case AnimationType.Fade:
canvasGroup.alpha = 0;
canvasGroup.DOFade(1, duration).SetEase(ease);
break;
}
}
// ================== CLOSE ==================
[ContextMenu("Close")]
public void Close()
{
if (panel == null) return;
d.SetActive(true);
panel.DOKill();
canvasGroup?.DOKill();
Tween t = null;
switch (animationType)
{
case AnimationType.SlideLeft:
t = panel.DOAnchorPos(startPos + Vector2.left * panel.rect.width, duration).SetEase(ease);
break;
case AnimationType.SlideRight:
t = panel.DOAnchorPos(startPos + Vector2.right * panel.rect.width, duration).SetEase(ease);
break;
case AnimationType.Fade:
t = canvasGroup.DOFade(0, duration).SetEase(ease);
break;
}
t.OnComplete(() => panel.gameObject.SetActive(false));
}
}
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Shader "TextMeshPro/Mobile/Distance Field" {
Properties {
[HDR]_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceColor ("Face Color", Color) = (1,1,1,1)
_FaceDilate ("Face Dilate", Range(-1,1)) = 0
[HDR]_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineWidth ("Outline Thickness", Range(0,1)) = 0
_OutlineSoftness ("Outline Softness", Range(0,1)) = 0
[HDR]_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayColor ("Border Color", Color) = (0,0,0,.5)
_UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0
_UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0
_UnderlayDilate ("Border Dilate", Range(-1,1)) = 0
......@@ -81,6 +81,7 @@ SubShader {
Pass {
CGPROGRAM
#pragma enable_d3d11_debug_symbols
#pragma vertex VertShader
#pragma fragment PixShader
#pragma shader_feature __ OUTLINE_ON
......@@ -98,7 +99,7 @@ SubShader {
float4 vertex : POSITION;
float3 normal : NORMAL;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
......@@ -117,6 +118,9 @@ SubShader {
#endif
};
float _UIMaskSoftnessX;
float _UIMaskSoftnessY;
int _UIVertexColorAlwaysGammaSpace;
pixel_t VertShader(vertex_t input)
{
......@@ -127,7 +131,7 @@ SubShader {
UNITY_TRANSFER_INSTANCE_ID(input, output);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
float bold = step(input.texcoord1.y, 0);
float bold = step(input.texcoord0.w, 0);
float4 vert = input.vertex;
vert.x += _VertexOffsetX;
......@@ -138,7 +142,7 @@ SubShader {
pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy));
float scale = rsqrt(dot(pixelSize, pixelSize));
scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1);
scale *= abs(input.texcoord0.w) * _GradientScale * (_Sharpness + 1);
if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert)))));
float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0;
......@@ -150,7 +154,11 @@ SubShader {
float bias = (0.5 - weight) * scale - 0.5;
float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale;
float opacity = input.color.a;
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
input.color.rgb = UIGammaToLinear(input.color.rgb);
}
float opacity = input.color.a;
#if (UNDERLAY_ON | UNDERLAY_INNER)
opacity = 1.0;
#endif
......@@ -182,7 +190,9 @@ SubShader {
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output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
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output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0);
output.underlayParam = half2(layerScale, layerBias);
......
......@@ -66,11 +66,6 @@ uniform float _MaskID;
uniform sampler2D _MaskTex;
uniform float4 _MaskCoord;
uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w)
//uniform float _MaskWipeControl;
//uniform float _MaskEdgeSoftness;
//uniform fixed4 _MaskEdgeColor;
//uniform bool _MaskInverse;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
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