Fix sword appearing in level select after win condition, Add glowing outline to Thyv when picking power up

This commit is contained in:
Shavira 2025-05-30 14:02:59 +07:00
parent 86338ec1ad
commit e0e53ccbf6
68 changed files with 3944 additions and 4 deletions

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Shader "Sprites/Outline"
{
Properties
{
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Main texture Tint", Color) = (1,1,1,1)
[Header(General Settings)]
[MaterialToggle] _OutlineEnabled ("Outline Enabled", Float) = 1
[MaterialToggle] _ConnectedAlpha ("Connected Alpha", Float) = 0
[HideInInspector] _AlphaThreshold ("Alpha clean", Range (0, 1)) = 0
_Thickness ("Width (Max recommended 100)", float) = 10
[KeywordEnum(Solid, Gradient, Image)] _OutlineMode("Outline mode", Float) = 0
[KeywordEnum(Contour, Frame)] _OutlineShape("Outline shape", Float) = 0
[KeywordEnum(Inside under sprite, Inside over sprite, Outside)] _OutlinePosition("Outline Position (Frame Only)", Float) = 0
[Header(Solid Settings)]
_SolidOutline ("Outline Color Base", Color) = (1,1,1,1)
[Header(Gradient Settings)]
_GradientOutline1 ("Outline Color 1", Color) = (1,1,1,1)
_GradientOutline2 ("Outline Color 2", Color) = (1,1,1,1)
_Weight ("Weight", Range (0, 1)) = 0.5
_Angle ("Gradient Angle (General gradient Only)", float) = 45
//[KeywordEnum(General, Frame directed)] _FrameMode("Frame Mode (Frame Only)", Float) = 0
[Header(Image Settings)]
_FrameTex ("Frame Texture", 2D) = "white" {}
_ImageOutline ("Outline Color Base", Color) = (1,1,1,1)
[KeywordEnum(Stretch, Tile)] _TileMode("Frame mode", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Cull Off
Lighting Off
ZWrite Off
Blend One OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile _ PIXELSNAP_ON
#pragma exclude_renderers d3d11_9x
#include "UnityCG.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
fixed4 _Color;
fixed _Thickness;
fixed _OutlineEnabled;
fixed _ConnectedAlpha;
fixed _OutlineShape;
fixed _OutlinePosition;
fixed _OutlineMode;
fixed4 _SolidOutline;
fixed4 _GradientOutline1;
fixed4 _GradientOutline2;
fixed _Weight;
fixed _AlphaThreshold;
fixed _Angle;
//fixed _FrameMode;
fixed4 _ImageOutline;
fixed _TileMode;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.vertex = UnityObjectToClipPos(IN.vertex);
OUT.texcoord = IN.texcoord;
OUT.color = IN.color * _Color;
#ifdef PIXELSNAP_ON
OUT.vertex = UnityPixelSnap (OUT.vertex);
#endif
return OUT;
}
sampler2D _MainTex;
sampler2D _AlphaTex;
float _AlphaSplitEnabled;
uniform float4 _MainTex_TexelSize;
sampler2D _FrameTex;
uniform float4 _FrameTex_TexelSize;
uniform float4 _FrameTex_ST;
fixed4 SampleSpriteTexture (float2 uv)
{
float2 offsets;
if((_OutlinePosition != 2 && _OutlineShape == 1) || _OutlineEnabled == 0) // not outside and frame
{
offsets = float2(0, 0);
}
else
{
offsets = float2(_Thickness * 2, _Thickness * 2);
}
float2 bigsize = float2(_MainTex_TexelSize.z, _MainTex_TexelSize.w);
float2 smallsize = float2(_MainTex_TexelSize.z - offsets.x, _MainTex_TexelSize.w - offsets.y);
float2 uv_changed = float2
(
uv.x * bigsize.x / smallsize.x - 0.5 * offsets.x / smallsize.x,
uv.y * bigsize.y / smallsize.y - 0.5 * offsets.y / smallsize.y
);
if(uv_changed.x < 0 || uv_changed.x > 1 || uv_changed.y < 0 || uv_changed.y > 1)
{
return float4(0, 0, 0, 0);
}
fixed4 color = tex2D (_MainTex, uv_changed);
#if UNITY_TEXTURE_ALPHASPLIT_ALLOWED
if (_AlphaSplitEnabled)
color.a = tex2D (_AlphaTex, uv).r;
#endif //UNITY_TEXTURE_ALPHASPLIT_ALLOWED
return color;
}
bool CheckOriginalSpriteTexture (float2 uv, bool ifZero)
{
float thicknessX = _Thickness / _MainTex_TexelSize.z;
float thicknessY = _Thickness / _MainTex_TexelSize.w;
int steps = 100;
float angle_step = 360.0 / steps;
float alphaThreshold = _AlphaThreshold / 10;
float alphaCount = _AlphaThreshold * 10;
// check if the basic points has an alpha to speed up the process and not use the for loop
bool outline = false;
float alphaCounter = 0;
if(ifZero)
{
}
else
{
outline = SampleSpriteTexture(uv + fixed2(0, +thicknessY)).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(0, -thicknessY)).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(+thicknessX, 0)).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(-thicknessX, 0)).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(+thicknessX * cos (3.14 / 4), -thicknessY * sin (3.14 / 4))).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(-thicknessX * cos (3.14 / 4), +thicknessY * sin (3.14 / 4))).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(-thicknessX * cos (3.14 / 4), -thicknessY * sin (3.14 / 4))).a > alphaThreshold ||
SampleSpriteTexture(uv + fixed2(+thicknessX * cos (3.14 / 4), +thicknessY * sin (3.14 / 4))).a > alphaThreshold;
}
if(outline) return outline;
for(int i = 0; i < steps; i++) // high number and not a variable to avoid stupid compiler bugs
{
float angle = i * angle_step * 2 * 3.14 / 360;
if(ifZero && SampleSpriteTexture(uv + fixed2(thicknessX * cos(angle), thicknessY * sin(angle))).a == 0)
{
alphaCounter++;
if(alphaCounter >= alphaCount)
{
outline = true;
break;
}
}
else if(!ifZero && SampleSpriteTexture(uv + fixed2(thicknessX * cos(angle), thicknessY * sin(angle))).a > alphaThreshold)
{
outline = true;
break;
}
}
return outline;
}
fixed4 frag(v2f IN) : SV_Target
{
float thicknessX = _Thickness / _MainTex_TexelSize.z;
float thicknessY = _Thickness / _MainTex_TexelSize.w;
fixed4 c = SampleSpriteTexture (IN.texcoord) * IN.color;
c.rgb *= c.a;
fixed alpha;
fixed4 outlineC = fixed4(0, 0, 0, 1);
if(_OutlineEnabled != 0)
{
if(_OutlineMode == 0) // Solid
{
outlineC = _SolidOutline;
if(_ConnectedAlpha != 0)
{
outlineC.a *= _Color.a;
}
outlineC.rgb *= outlineC.a;
}
else if(_OutlineMode == 1) // Gradient
{
float x = IN.texcoord.x;
float y = IN.texcoord.y;
float ratio1 = 0;
float ratio2 = 0;
if(_OutlineShape == 0) // contour
{
if(
((_OutlinePosition != 2 && _OutlineShape == 1) && c.a != 0 && // inside and frame
(
IN.texcoord.y + thicknessY > 1 ||
IN.texcoord.y - thicknessY < 0 ||
IN.texcoord.x + thicknessX > 1 ||
IN.texcoord.x - thicknessX < 0 ||
CheckOriginalSpriteTexture(IN.texcoord, true)
)
)
||
((_OutlinePosition == 2 || _OutlineShape != 1) && c.a == 0 && // outside or contour
CheckOriginalSpriteTexture(IN.texcoord, false)
)
)
{
if(_Angle >= 360)
{
int div = _Angle / 360;
_Angle = (_Angle / 360 - div) * 360;
}
_Angle *= 2 * 3.14 / 360;
ratio1 = (0.5 - x) * cos(_Angle) + (0.5 - y) * sin(_Angle) + 0.5;
ratio2 = (x - 0.5) * cos(_Angle) + (y - 0.5) * sin(_Angle) + 0.5;
ratio1 *= 2 * _Weight;
ratio2 *= 2 * (1 - _Weight);
if(_ConnectedAlpha != 0)
{
_GradientOutline1.a *= _Color.a;
_GradientOutline2.a *= _Color.a;
//outlineC.rgb *= outlineC.a;
}
_GradientOutline1.rgb *= _GradientOutline1.a;
_GradientOutline2.rgb *= _GradientOutline2.a;
outlineC = _GradientOutline1 * ratio1 + _GradientOutline2 * ratio2;
}
}
else if(_OutlineShape == 1) // frame
{
if( IN.texcoord.y + thicknessY > 1 ||
IN.texcoord.y - thicknessY < 0 ||
IN.texcoord.x + thicknessX > 1 ||
IN.texcoord.x - thicknessX < 0)
{
// between down left to up left
if (y * thicknessX - x * thicknessY > 0 &&
y * thicknessX + x * thicknessY - thicknessX < 0 &&
x < 0.5f)
{
ratio1 = 1 - x / thicknessX;
ratio2 = x / thicknessX;
}
// between down left to down right
else if (y * thicknessX - x * thicknessY < 0 &&
y * thicknessX + x * thicknessY - thicknessY < 0 &&
y < 0.5f)
{
ratio1 = 1 - y / thicknessY;
ratio2 = y / thicknessY;
}
// between down right to up right
else if (y * thicknessX - x * thicknessY - thicknessX + thicknessY < 0 &&
y * thicknessX + x * thicknessY - thicknessY > 0 &&
x > 0.5f)
{
ratio1 = (x - 1) / thicknessX + 1;
ratio2 = -(x - 1) / thicknessX;
}
// between up left to up right
else if (y * thicknessX - x * thicknessY - thicknessX + thicknessY > 0 &&
y * thicknessX + x * thicknessY - thicknessX > 0 &&
y > 0.5f)
{
ratio1 = (y - 1) / thicknessY + 1;
ratio2 = -(y - 1) / thicknessY;
}
ratio1 *= 2 * _Weight;
ratio2 *= 2 * (1 - _Weight);
if(_ConnectedAlpha != 0)
{
_GradientOutline1.a *= _Color.a;
_GradientOutline2.a *= _Color.a;
//outlineC.rgb *= outlineC.a;
}
_GradientOutline1.rgb *= _GradientOutline1.a;
_GradientOutline2.rgb *= _GradientOutline2.a;
outlineC = _GradientOutline1 * ratio1 + _GradientOutline2 * ratio2;
}
}
}
else if(_OutlineMode == 2) // Image
{
outlineC = _ImageOutline;
fixed2 frame_coord;
if(_TileMode == 0)
{
frame_coord = IN.texcoord;
}
else if(_TileMode == 1)
{
frame_coord = fixed2
(
_FrameTex_ST.x * IN.texcoord.x * _MainTex_TexelSize.z / _FrameTex_TexelSize.z - _FrameTex_ST.z,
_FrameTex_ST.y * IN.texcoord.y * _MainTex_TexelSize.w / _FrameTex_TexelSize.w - _FrameTex_ST.w
);
if(frame_coord.x > 1)
{
frame_coord = fixed2
(
frame_coord.x - floor(frame_coord.x),
frame_coord.y
);
}
if(frame_coord.y > 1)
{
frame_coord = fixed2
(
frame_coord.x,
frame_coord.y - floor(frame_coord.y)
);
}
}
fixed4 text = tex2D(_FrameTex, frame_coord);
text.rgb *= text.a;
outlineC.rgb *= text.rgb;
outlineC.a *= text.a;
if(_ConnectedAlpha != 0)
{
outlineC.a *= _Color.a;
}
outlineC.rgb *= outlineC.a;
}
if(_OutlineShape == 1) // Frame
{
if( IN.texcoord.y + thicknessY > 1 ||
IN.texcoord.y - thicknessY < 0 ||
IN.texcoord.x + thicknessX > 1 ||
IN.texcoord.x - thicknessX < 0)
{
if(_OutlinePosition == 0 && c.a != 0 && _Thickness > 0)
{
return c;
}
else
{
return outlineC;
}
}
else
{
return c;
}
}
else if(_OutlineShape == 0 && _Thickness > 0) // Contour
{
if((_OutlinePosition != 2 && _OutlineShape == 1) && c.a != 0 && // inside and frame
(
IN.texcoord.y + thicknessY > 1 ||
IN.texcoord.y - thicknessY < 0 ||
IN.texcoord.x + thicknessX > 1 ||
IN.texcoord.x - thicknessX < 0 ||
CheckOriginalSpriteTexture(IN.texcoord, true)
)
)
{
return outlineC;
}
else if((_OutlinePosition == 2 || _OutlineShape != 1) && c.a == 0 && // outside orcontour
(
CheckOriginalSpriteTexture(IN.texcoord, false)
)
)
{
return outlineC;
}
else
{
return c;
}
}
else
{
return c;
}
}
else
{
return c;
}
return c;
//return c;
}
ENDCG
}
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@ -7,6 +7,7 @@ public class Agent : MonoBehaviour
{ {
public AgentInput AgentInput; public AgentInput AgentInput;
public AgentAnimator AgentAnimator; public AgentAnimator AgentAnimator;
public AgentRenderer AgentRenderer;
public ObjectPool ObjectPool; public ObjectPool ObjectPool;
[SerializeField] [SerializeField]
private State currentState, previousState; private State currentState, previousState;
@ -21,11 +22,13 @@ public class Agent : MonoBehaviour
{ {
state.Initialize(this); state.Initialize(this);
} }
} }
private void Start() private void Start()
{ {
TransitionTo(idleState); TransitionTo(idleState);
AgentRenderer = GetComponentInChildren<AgentRenderer>();
} }
private void Update() private void Update()

View File

@ -0,0 +1,23 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class AgentRenderer : MonoBehaviour
{
private Material normalMaterial;
SpriteRenderer spriteRenderer;
[SerializeField] private Material activeMaterial;
void Start()
{
normalMaterial = GetComponent<SpriteRenderer>().material;
spriteRenderer = GetComponent<SpriteRenderer>();
}
public void SuperPowerMaterial()
{
audioController.Instance.PlaySFX("sfx_Heal");
spriteRenderer.material = activeMaterial;
}
}

View File

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@ -5,6 +5,7 @@ using UnityEngine.EventSystems;
public class PastaGigi : MonoBehaviour public class PastaGigi : MonoBehaviour
{ {
private Enemy enemy; private Enemy enemy;
public Agent agent;
private void OnEnable() private void OnEnable()
{ {
@ -31,6 +32,10 @@ public class PastaGigi : MonoBehaviour
if (pasta != null) if (pasta != null)
{ {
pasta.AddDamage(); pasta.AddDamage();
if (agent != null)
{
agent.AgentRenderer.SuperPowerMaterial();
}
} }
} }
} }

View File

@ -0,0 +1,89 @@
Shader "Custom/SpriteOutline" {
Properties {
_MainTex ("Sprite Texture", 2D) = "white" {}
_OutlineColor ("Outline Color", Color) = (0,0,0,1)
_OutlineSize ("Outline Size", Float) = 1
}
SubShader {
Tags {"Queue"="Transparent" "RenderType"="Transparent"}
LOD 100
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass {
Name "OUTLINE"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
fixed4 _OutlineColor;
float _OutlineSize;
v2f vert (appdata_t v) {
v2f o;
float4 pos = v.vertex;
float2 offset = float2(_OutlineSize / _ScreenParams.x, _OutlineSize / _ScreenParams.y);
pos.xy += offset;
o.vertex = UnityObjectToClipPos(pos);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 col = tex2D(_MainTex, i.uv);
if (col.a < 0.1) discard;
return _OutlineColor;
}
ENDCG
}
Pass {
Name "SPRITE"
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
struct appdata_t {
float4 vertex : POSITION;
float2 texcoord : TEXCOORD0;
};
struct v2f {
float4 vertex : SV_POSITION;
float2 uv : TEXCOORD0;
};
sampler2D _MainTex;
float4 _MainTex_ST;
v2f vert (appdata_t v) {
v2f o;
o.vertex = UnityObjectToClipPos(v.vertex);
o.uv = TRANSFORM_TEX(v.texcoord, _MainTex);
return o;
}
fixed4 frag (v2f i) : SV_Target {
fixed4 col = tex2D(_MainTex, i.uv);
return col;
}
ENDCG
}
}
}

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