70 lines
2.1 KiB
C#
70 lines
2.1 KiB
C#
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cyber.Util;
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namespace Cyber.Util {
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/// <summary>
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/// Applies a texture to a specificed material containing specified text.
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/// </summary>
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public class TextTextureApplier : MonoBehaviour {
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/// <summary>
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/// The text and related properties that defines the texture that
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/// will be applied.
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/// </summary>
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public TextTextureProperties TextProperties = new TextTextureProperties("");
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/// <summary>
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/// The mesh that has the material that should use this texture.
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/// </summary>
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public MeshRenderer Mesh;
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/// <summary>
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/// The index of the material that should use this texture.
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/// </summary>
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public int MaterialIndex = 0;
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/// <summary>
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/// Whether the Emissive or Albedo map is set.
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/// </summary>
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public bool Emissive = true;
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/// <summary>
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/// The brightness of the texture if this is <see cref="Emissive"/>.
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/// </summary>
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public float Brightness = 1f;
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private TextTextureProperties LastText = new TextTextureProperties("");
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private Material Material;
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private bool Dirty = true;
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/// <summary>
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/// Sets the text properties.
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/// </summary>
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/// <param name="Props">Properties.</param>
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public void SetTextProperties(TextTextureProperties Props) {
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TextProperties = Props;
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Dirty = true;
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}
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private void Start() {
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Material = Mesh.materials[MaterialIndex];
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}
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private void Update() {
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Texture2D Tex;
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if (Dirty && (Tex = TextTextureRenderer.GetText(TextProperties)) != null) {
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if (Emissive) {
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Material.SetTexture("_EmissionMap", Tex);
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Material.SetColor("_EmissionColor",
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new Color(Brightness, Brightness, Brightness));
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} else {
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Material.SetTexture("_MainTex", Tex);
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}
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Dirty = false;
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}
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}
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}
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}
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