nahraná dosavadní verze hry

This commit is contained in:
2025-06-23 16:30:18 +02:00
commit 1cdde31d73
639 changed files with 255998 additions and 0 deletions

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using UnityEditor;
using UnityEngine;
namespace BLINK.Tools
{
public class MaterialTilingOffset : EditorWindow
{
private ScriptableObject scriptableObj;
private SerializedObject serialObj;
public GameObject[] gameObjectList;
private float xOffset = 0.0313f;
private float yOffset;
private Material cachedMaterial;
private Material newMaterial;
private int sliderValue;
[MenuItem("BLINK/Material Tiling Offset")]
private static void OpenWindow()
{
var window = (MaterialTilingOffset) GetWindow(typeof(MaterialTilingOffset), false,"Blink Material Tiling Offset");
window.minSize = new Vector2(300, 400);
GUI.contentColor = Color.white;
window.Show();
}
private void OnGUI()
{
DrawMainWindow();
}
private void OnEnable()
{
scriptableObj = this;
serialObj = new SerializedObject(scriptableObj);
}
private void Update()
{
Repaint();
}
private void DrawMainWindow()
{
var serialProp = serialObj.FindProperty("gameObjectList");
EditorGUILayout.PropertyField(serialProp, true);
GUILayout.Space(10);
if (GUILayout.Button("INITIALIZE", GUILayout.MinWidth(150), GUILayout.MinHeight(30),
GUILayout.ExpandWidth(true)))
{
Init();
}
GUILayout.Space(10);
EditorGUI.BeginChangeCheck();
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Color", GUILayout.MaxWidth(50));
sliderValue = EditorGUILayout.IntSlider(sliderValue, 0, 64);
GUILayout.EndHorizontal();
if (EditorGUI.EndChangeCheck())
{
UpdateMaterial();
}
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Current X Offset");
EditorGUILayout.FloatField(GetXOffset());
GUILayout.EndHorizontal();
GUILayout.BeginHorizontal();
EditorGUILayout.LabelField("Current Y Offset");
EditorGUILayout.FloatField(yOffset);
GUILayout.EndHorizontal();
GUILayout.Space(10);
if (GUILayout.Button("CREATE MATERIAL", GUILayout.MinWidth(150), GUILayout.MinHeight(30),
GUILayout.ExpandWidth(true)))
{
CreateMaterial();
}
GUILayout.Space(10);
if (GUILayout.Button("SAVE SELECTION", GUILayout.MinWidth(150), GUILayout.MinHeight(30),
GUILayout.ExpandWidth(true)))
{
SaveSelection();
}
serialObj.ApplyModifiedProperties();
}
private void Init()
{
Renderer renderer = gameObjectList[0].GetComponent<Renderer>();
if (renderer != null)
{
cachedMaterial = renderer.sharedMaterial;
newMaterial = new Material(cachedMaterial);
foreach (var weapon in gameObjectList)
{
Renderer r = weapon.GetComponent<Renderer>();
if (r == null) continue;
r.sharedMaterial = newMaterial;
}
UpdateMaterial();
}
}
private float GetXOffset()
{
int offsetValue = sliderValue;
if (sliderValue > 32)
{
offsetValue -= 32;
}
return xOffset * offsetValue;
}
private void UpdateMaterial()
{
if (gameObjectList.Length == 0) return;
if (newMaterial == null) return;
int offsetValue = sliderValue;
if (sliderValue > 32)
{
yOffset = 0.5f;
offsetValue -= 32;
}
else
{
yOffset = 0;
}
newMaterial.mainTextureOffset = new Vector2(xOffset * offsetValue, yOffset);
}
private void CreateMaterial()
{
string path = "Assets/Blink/Art/Weapons/LowPoly/MegaWeaponPack1/Materials_MWP1/";
AssetDatabase.CreateAsset(newMaterial, path + AssetDatabase.GenerateUniqueAssetPath("New MWP1 Material") + ".mat");
}
private void SaveSelection()
{
foreach (var go in Selection.gameObjects)
{
if (!go.TryGetComponent(out global::BLINK.Tools.MaterialTilingOffset mto)) continue;
mto.xOffset = GetXOffset();
mto.yOffset = yOffset;
}
}
}
}

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