Main GUI canvas
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ldjam50/Assets/Canvas/MainGuiCanvas.prefab
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405
ldjam50/Assets/Canvas/MainGuiCanvas.prefab
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88
ldjam50/Assets/Scripts/SpriteCharacters.shader
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|
||||
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|
||||
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|
||||
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|
||||
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|
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|
||||
"PreviewType"="Plane"
|
||||
"CanUseSpriteAtlas"="True"
|
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|
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||||
Cull Off
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Lighting Off
|
||||
ZWrite Off
|
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Fog { Mode Off }
|
||||
Blend SrcAlpha OneMinusSrcAlpha
|
||||
|
||||
Pass
|
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{
|
||||
CGPROGRAM
|
||||
#pragma vertex CustomVert
|
||||
#pragma fragment CustomFrag
|
||||
#pragma multi_compile DUMMY PIXELSNAP_ON
|
||||
#pragma target 2.0
|
||||
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|
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|
||||
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|
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|
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|
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sampler2D _SwapTex;
|
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sampler2D _PaletteTex;
|
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half4 _SwapTex_TexelSize;
|
||||
|
||||
v2f CustomVert (appdata_t IN)
|
||||
{
|
||||
return SpriteVert(IN);
|
||||
}
|
||||
|
||||
uniform float _EffectAmount;
|
||||
fixed4 _R;
|
||||
fixed4 _G;
|
||||
fixed4 _B;
|
||||
fixed4 _A;
|
||||
|
||||
fixed4 CustomFrag(v2f IN) : COLOR
|
||||
{
|
||||
half4 texcol = tex2D (_MainTex, IN.texcoord);
|
||||
texcol.rgb *= texcol.a;
|
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// _SwapTex_TexelSize.x = 1.0/width of texture swapTex
|
||||
texcol = SwapPixel(texcol, _PaletteTex, _SwapTex, _SwapTex_TexelSize.x);
|
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texcol.rgb *= IN.color;
|
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//half4 tmptexcol = tex2D(_MainTex, IN.texcoord);
|
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//texcol.r = tmptexcol.r * _R.r + tmptexcol.g * _R.g + tmptexcol.b * _R.b + tmptexcol.a * _R.a;
|
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//texcol.g = tmptexcol.r * _G.r + tmptexcol.g * _G.g + tmptexcol.b * _G.b + tmptexcol.a * _G.a;
|
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//texcol.b = tmptexcol.r * _B.r + tmptexcol.g * _B.g + tmptexcol.b * _B.b + tmptexcol.a * _B.a;
|
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//texcol.a = tmptexcol.r * _A.r + tmptexcol.g * _A.g + tmptexcol.b * _A.b + tmptexcol.a * _A.a;
|
||||
|
||||
texcol.rgb = lerp(texcol.rgb, float3(1, 1, 1) - texcol.rgb, _EffectAmount);
|
||||
|
||||
texcol = texcol * IN.color;
|
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return texcol;
|
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}
|
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ENDCG
|
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}
|
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}
|
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Fallback "Sprites/Default"
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}
|
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ldjam50/Assets/Scripts/SpriteCharacters.shader.meta
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ldjam50/Assets/Scripts/SpriteCharacters.shader.meta
Normal file
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ldjam50/Assets/Scripts/WeightRoller.cs
Normal file
44
ldjam50/Assets/Scripts/WeightRoller.cs
Normal file
@ -0,0 +1,44 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using Random = UnityEngine.Random;
|
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|
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public class WeightRoller<TItem>
|
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{
|
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private int _maxWeight = 0;
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private List<RollNode> _items = new List<RollNode>();
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public void AddItem(int weight, TItem item)
|
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{
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if (weight > 0 && item != null)
|
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{
|
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_maxWeight += weight;
|
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_items.Add(new RollNode(item, weight));
|
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}
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}
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public TItem Roll()
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{
|
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var rolledWeight = Random.Range(0, _maxWeight);
|
||||
for (var i = 0; i < _items.Count; i++)
|
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{
|
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rolledWeight -= _items[i].weight;
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if (rolledWeight <= 0)
|
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{
|
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return _items[i].item;
|
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}
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}
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return default(TItem);
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}
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private struct RollNode
|
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{
|
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public RollNode(TItem item, int weight)
|
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{
|
||||
this.item = item;
|
||||
this.weight = weight;
|
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}
|
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public TItem item;
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public int weight;
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}
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}
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version https://git-lfs.github.com/spec/v1
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Loading…
Reference in New Issue
Block a user