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65 lines
1.4 KiB
65 lines
1.4 KiB
using UnityEngine;
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using UnityEngine.UI;
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[RequireComponent(typeof(Image))]
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public class ScrollDetailTexture : MonoBehaviour
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{
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public bool uniqueMaterial = false;
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public Vector2 scrollPerSecond = Vector2.zero;
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Matrix4x4 m_Matrix;
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Material mCopy;
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Material mOriginal;
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Image mSprite;
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Material m_Mat;
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void OnEnable ()
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{
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mSprite = GetComponent<Image>();
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mOriginal = mSprite.material;
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if (uniqueMaterial && mSprite.material != null)
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{
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mCopy = new Material(mOriginal);
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mCopy.name = "Copy of " + mOriginal.name;
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mCopy.hideFlags = HideFlags.DontSave;
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mSprite.material = mCopy;
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}
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}
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void OnDisable ()
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{
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if (mCopy != null)
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{
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mSprite.material = mOriginal;
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if (Application.isEditor)
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UnityEngine.Object.DestroyImmediate(mCopy);
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else
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UnityEngine.Object.Destroy(mCopy);
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mCopy = null;
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}
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mOriginal = null;
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}
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void Update ()
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{
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Material mat = (mCopy != null) ? mCopy : mOriginal;
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if (mat != null)
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{
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Texture tex = mat.GetTexture("_DetailTex");
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if (tex != null)
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{
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mat.SetTextureOffset("_DetailTex", scrollPerSecond * Time.time);
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// TODO: It would be better to add support for MaterialBlocks on UIRenderer,
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// because currently only one Update() function's matrix can be active at a time.
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// With material block properties, the batching would be correctly broken up instead,
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// and would work with multiple widgets using this detail shader.
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}
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}
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}
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}
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