Add automatic Rive asset refresh workflow
This commit is contained in:
@@ -19,3 +19,6 @@
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Thumbs.db
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Thumbs.db
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/Builds
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/Builds
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/Logs
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/Logs
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# MCP server config (contains local API tokens)
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.mcp.json
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@@ -55,8 +55,10 @@
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<ItemGroup>
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<ItemGroup>
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<Compile Include="Assets\TutorialInfo\Scripts\Editor\ReadmeEditor.cs" />
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<Compile Include="Assets\TutorialInfo\Scripts\Editor\ReadmeEditor.cs" />
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<Compile Include="Assets\Scripts\Editor\SetupMainMenuScene.cs" />
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<Compile Include="Assets\Scripts\Editor\SetupMainMenuScene.cs" />
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<Compile Include="Assets\Scripts\Editor\RiveAssetAutoRefresh.cs" />
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<Compile Include="Assets\Scripts\Editor\LowPolyTriangleFieldMenu.cs" />
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<Compile Include="Assets\Scripts\Editor\LowPolyTriangleFieldMenu.cs" />
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<Compile Include="Assets\ScriptTemplates\Editor\MoveToAssetsFolder.cs" />
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<Compile Include="Assets\ScriptTemplates\Editor\MoveToAssetsFolder.cs" />
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<Compile Include="Assets\Scripts\Editor\RiveAssetRefreshMenu.cs" />
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<Compile Include="Assets\Scripts\Editor\TriangleWavePanelMenu.cs" />
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<Compile Include="Assets\Scripts\Editor\TriangleWavePanelMenu.cs" />
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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@@ -84,11 +84,13 @@
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<None Include="Assets\Mirror\Plugins\Mono.Cecil\Mono.CecilX.Mdb.dll" />
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<None Include="Assets\Mirror\Plugins\Mono.Cecil\Mono.CecilX.Mdb.dll" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile Overlay.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile-2-Pass.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF-Mobile-2-Pass.shader" />
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<None Include="Assets\Fonts\Orbitron\OFL.txt" />
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<None Include="Assets\ScriptTemplates\52-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt" />
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<None Include="Assets\ScriptTemplates\52-Mirror__Network Authenticator-NewNetworkAuthenticator.cs.txt" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_Bitmap.shader" />
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<None Include="Assets\Mirror\Plugins\Mono.Cecil\Mono.CecilX.Pdb.dll" />
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<None Include="Assets\Mirror\Plugins\Mono.Cecil\Mono.CecilX.Pdb.dll" />
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<None Include="Assets\Mirror\version.txt" />
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<None Include="Assets\Mirror\version.txt" />
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<None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
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<None Include="Assets\TextMesh Pro\Shaders\TMPro_Mobile.cginc" />
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<None Include="Assets\Fonts\Orbitron\README.txt" />
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<None Include="Assets\ScriptTemplates\56-Mirror__Network Discovery-NewNetworkDiscovery.cs.txt" />
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<None Include="Assets\ScriptTemplates\56-Mirror__Network Discovery-NewNetworkDiscovery.cs.txt" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF SSD.shader" />
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<None Include="Assets\TextMesh Pro\Shaders\TMP_SDF SSD.shader" />
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<None Include="Assets\ScriptTemplates\51-Mirror__Network Manager With Actions-NewNetworkManagerWithActions.cs.txt" />
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<None Include="Assets\ScriptTemplates\51-Mirror__Network Manager With Actions-NewNetworkManagerWithActions.cs.txt" />
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@@ -0,0 +1,8 @@
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|||||||
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fileFormatVersion: 2
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guid: 68bb7360c2b4241499755b25862979d6
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleVariant:
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fileFormatVersion: 2
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guid: 820221b82b937ab47ba765f767c90058
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folderAsset: yes
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,93 @@
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Copyright 2018 The Orbitron Project Authors (https://github.com/theleagueof/orbitron), with Reserved Font Name: "Orbitron"
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This Font Software is licensed under the SIL Open Font License, Version 1.1.
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This license is copied below, and is also available with a FAQ at:
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https://openfontlicense.org
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-----------------------------------------------------------
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SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
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-----------------------------------------------------------
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PREAMBLE
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||||||
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The goals of the Open Font License (OFL) are to stimulate worldwide
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development of collaborative font projects, to support the font creation
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|
efforts of academic and linguistic communities, and to provide a free and
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open framework in which fonts may be shared and improved in partnership
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with others.
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The OFL allows the licensed fonts to be used, studied, modified and
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redistributed freely as long as they are not sold by themselves. The
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fonts, including any derivative works, can be bundled, embedded,
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||||||
|
redistributed and/or sold with any software provided that any reserved
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||||||
|
names are not used by derivative works. The fonts and derivatives,
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||||||
|
however, cannot be released under any other type of license. The
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||||||
|
requirement for fonts to remain under this license does not apply
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||||||
|
to any document created using the fonts or their derivatives.
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||||||
|
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||||||
|
DEFINITIONS
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||||||
|
"Font Software" refers to the set of files released by the Copyright
|
||||||
|
Holder(s) under this license and clearly marked as such. This may
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||||||
|
include source files, build scripts and documentation.
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||||||
|
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||||||
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"Reserved Font Name" refers to any names specified as such after the
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|
copyright statement(s).
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||||||
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||||||
|
"Original Version" refers to the collection of Font Software components as
|
||||||
|
distributed by the Copyright Holder(s).
|
||||||
|
|
||||||
|
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||||
|
or substituting -- in part or in whole -- any of the components of the
|
||||||
|
Original Version, by changing formats or by porting the Font Software to a
|
||||||
|
new environment.
|
||||||
|
|
||||||
|
"Author" refers to any designer, engineer, programmer, technical
|
||||||
|
writer or other person who contributed to the Font Software.
|
||||||
|
|
||||||
|
PERMISSION & CONDITIONS
|
||||||
|
Permission is hereby granted, free of charge, to any person obtaining
|
||||||
|
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||||
|
redistribute, and sell modified and unmodified copies of the Font
|
||||||
|
Software, subject to the following conditions:
|
||||||
|
|
||||||
|
1) Neither the Font Software nor any of its individual components,
|
||||||
|
in Original or Modified Versions, may be sold by itself.
|
||||||
|
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||||||
|
2) Original or Modified Versions of the Font Software may be bundled,
|
||||||
|
redistributed and/or sold with any software, provided that each copy
|
||||||
|
contains the above copyright notice and this license. These can be
|
||||||
|
included either as stand-alone text files, human-readable headers or
|
||||||
|
in the appropriate machine-readable metadata fields within text or
|
||||||
|
binary files as long as those fields can be easily viewed by the user.
|
||||||
|
|
||||||
|
3) No Modified Version of the Font Software may use the Reserved Font
|
||||||
|
Name(s) unless explicit written permission is granted by the corresponding
|
||||||
|
Copyright Holder. This restriction only applies to the primary font name as
|
||||||
|
presented to the users.
|
||||||
|
|
||||||
|
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||||
|
Software shall not be used to promote, endorse or advertise any
|
||||||
|
Modified Version, except to acknowledge the contribution(s) of the
|
||||||
|
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||||
|
permission.
|
||||||
|
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||||||
|
5) The Font Software, modified or unmodified, in part or in whole,
|
||||||
|
must be distributed entirely under this license, and must not be
|
||||||
|
distributed under any other license. The requirement for fonts to
|
||||||
|
remain under this license does not apply to any document created
|
||||||
|
using the Font Software.
|
||||||
|
|
||||||
|
TERMINATION
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||||||
|
This license becomes null and void if any of the above conditions are
|
||||||
|
not met.
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||||||
|
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||||||
|
DISCLAIMER
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||||||
|
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||||
|
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||||
|
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||||
|
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||||
|
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||||
|
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||||
|
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||||
|
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||||
|
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||||
@@ -0,0 +1,7 @@
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|||||||
|
fileFormatVersion: 2
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||||||
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guid: 02356742af7eca64fa94570268273e7f
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||||||
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TextScriptImporter:
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externalObjects: {}
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||||||
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userData:
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||||||
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assetBundleName:
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||||||
|
assetBundleVariant:
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||||||
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@@ -0,0 +1,21 @@
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fileFormatVersion: 2
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guid: a4aa11a38a1560641a5f1baaff5dfbd6
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||||||
|
TrueTypeFontImporter:
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|
externalObjects: {}
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||||||
|
serializedVersion: 4
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||||||
|
fontSize: 16
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||||||
|
forceTextureCase: -2
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||||||
|
characterSpacing: 0
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||||||
|
characterPadding: 1
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||||||
|
includeFontData: 1
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||||||
|
fontNames:
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||||||
|
- Orbitron
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||||||
|
fallbackFontReferences: []
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||||||
|
customCharacters:
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||||||
|
fontRenderingMode: 0
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|
ascentCalculationMode: 1
|
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|
useLegacyBoundsCalculation: 0
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shouldRoundAdvanceValue: 1
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|
userData:
|
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assetBundleName:
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assetBundleVariant:
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||||||
@@ -0,0 +1,68 @@
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|
Orbitron Variable Font
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|
======================
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|
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This download contains Orbitron as both a variable font and static fonts.
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|
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|
Orbitron is a variable font with this axis:
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|
wght
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This means all the styles are contained in a single file:
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||||||
|
Orbitron-VariableFont_wght.ttf
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||||||
|
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||||||
|
If your app fully supports variable fonts, you can now pick intermediate styles
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||||||
|
that aren’t available as static fonts. Not all apps support variable fonts, and
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||||||
|
in those cases you can use the static font files for Orbitron:
|
||||||
|
static/Orbitron-Regular.ttf
|
||||||
|
static/Orbitron-Medium.ttf
|
||||||
|
static/Orbitron-SemiBold.ttf
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||||||
|
static/Orbitron-Bold.ttf
|
||||||
|
static/Orbitron-ExtraBold.ttf
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||||||
|
static/Orbitron-Black.ttf
|
||||||
|
|
||||||
|
Get started
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||||||
|
-----------
|
||||||
|
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||||||
|
1. Install the font files you want to use
|
||||||
|
|
||||||
|
2. Use your app's font picker to view the font family and all the
|
||||||
|
available styles
|
||||||
|
|
||||||
|
Learn more about variable fonts
|
||||||
|
-------------------------------
|
||||||
|
|
||||||
|
https://developers.google.com/web/fundamentals/design-and-ux/typography/variable-fonts
|
||||||
|
https://variablefonts.typenetwork.com
|
||||||
|
https://medium.com/variable-fonts
|
||||||
|
|
||||||
|
In desktop apps
|
||||||
|
|
||||||
|
https://theblog.adobe.com/can-variable-fonts-illustrator-cc
|
||||||
|
https://helpx.adobe.com/nz/photoshop/using/fonts.html#variable_fonts
|
||||||
|
|
||||||
|
Online
|
||||||
|
|
||||||
|
https://developers.google.com/fonts/docs/getting_started
|
||||||
|
https://developer.mozilla.org/en-US/docs/Web/CSS/CSS_Fonts/Variable_Fonts_Guide
|
||||||
|
https://developer.microsoft.com/en-us/microsoft-edge/testdrive/demos/variable-fonts
|
||||||
|
|
||||||
|
Installing fonts
|
||||||
|
|
||||||
|
MacOS: https://support.apple.com/en-us/HT201749
|
||||||
|
Linux: https://www.google.com/search?q=how+to+install+a+font+on+gnu%2Blinux
|
||||||
|
Windows: https://support.microsoft.com/en-us/help/314960/how-to-install-or-remove-a-font-in-windows
|
||||||
|
|
||||||
|
Android Apps
|
||||||
|
|
||||||
|
https://developers.google.com/fonts/docs/android
|
||||||
|
https://developer.android.com/guide/topics/ui/look-and-feel/downloadable-fonts
|
||||||
|
|
||||||
|
License
|
||||||
|
-------
|
||||||
|
Please read the full license text (OFL.txt) to understand the permissions,
|
||||||
|
restrictions and requirements for usage, redistribution, and modification.
|
||||||
|
|
||||||
|
You can use them in your products & projects – print or digital,
|
||||||
|
commercial or otherwise.
|
||||||
|
|
||||||
|
This isn't legal advice, please consider consulting a lawyer and see the full
|
||||||
|
license for all details.
|
||||||
@@ -0,0 +1,7 @@
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|||||||
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fileFormatVersion: 2
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|
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fontSize: 16
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forceTextureCase: -2
|
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|
characterSpacing: 0
|
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|
characterPadding: 1
|
||||||
|
includeFontData: 1
|
||||||
|
fontNames:
|
||||||
|
- Orbitron
|
||||||
|
fallbackFontReferences: []
|
||||||
|
customCharacters:
|
||||||
|
fontRenderingMode: 0
|
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|
ascentCalculationMode: 1
|
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useLegacyBoundsCalculation: 0
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|
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|
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characterPadding: 1
|
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includeFontData: 1
|
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fontNames:
|
||||||
|
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|
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|
fallbackFontReferences: []
|
||||||
|
customCharacters:
|
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|
fontRenderingMode: 0
|
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|
ascentCalculationMode: 1
|
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|
useLegacyBoundsCalculation: 0
|
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shouldRoundAdvanceValue: 1
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|
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|
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|
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|
||||||
|
characterPadding: 1
|
||||||
|
includeFontData: 1
|
||||||
|
fontNames:
|
||||||
|
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|
||||||
|
fallbackFontReferences: []
|
||||||
|
customCharacters:
|
||||||
|
fontRenderingMode: 0
|
||||||
|
ascentCalculationMode: 1
|
||||||
|
useLegacyBoundsCalculation: 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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|
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|
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|
||||||
|
characterPadding: 1
|
||||||
|
includeFontData: 1
|
||||||
|
fontNames:
|
||||||
|
- Orbitron
|
||||||
|
fallbackFontReferences: []
|
||||||
|
customCharacters:
|
||||||
|
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|
||||||
|
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|
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|
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|
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|
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|
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+222371
-222371
File diff suppressed because it is too large
Load Diff
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|
#if UNITY_EDITOR
|
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|
using System;
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.SceneManagement;
|
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|
using UnityEngine;
|
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|
using UnityEngine.SceneManagement;
|
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|
|
||||||
|
public class RiveAssetAutoRefresh: AssetPostprocessor
|
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|
{
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|
private static bool refreshQueued;
|
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|
|
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|
private static void OnPostprocessAllAssets(
|
||||||
|
string[] importedAssets,
|
||||||
|
string[] deletedAssets,
|
||||||
|
string[] movedAssets,
|
||||||
|
string[] movedFromAssetPaths)
|
||||||
|
{
|
||||||
|
foreach (string assetPath in importedAssets)
|
||||||
|
{
|
||||||
|
if (!assetPath.EndsWith(".riv", StringComparison.OrdinalIgnoreCase))
|
||||||
|
continue;
|
||||||
|
|
||||||
|
QueueSceneReload();
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void QueueSceneReload()
|
||||||
|
{
|
||||||
|
if (refreshQueued)
|
||||||
|
return;
|
||||||
|
|
||||||
|
refreshQueued = true;
|
||||||
|
|
||||||
|
EditorApplication.delayCall += ReloadSceneAfterImport;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static void ReloadSceneAfterImport()
|
||||||
|
{
|
||||||
|
refreshQueued = false;
|
||||||
|
|
||||||
|
if (EditorApplication.isPlaying)
|
||||||
|
{
|
||||||
|
Debug.Log("A Rive asset changed. Scene reload skipped because Play Mode is active.");
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Scene activeScene = SceneManager.GetActiveScene();
|
||||||
|
|
||||||
|
if (!activeScene.IsValid() || string.IsNullOrEmpty(activeScene.path))
|
||||||
|
{
|
||||||
|
Debug.LogWarning("A Rive asset changed, but the active scene has not been saved yet.");
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool saved = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
|
||||||
|
|
||||||
|
if (!saved)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Rive scene refresh cancelled because the scene was not saved.");
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
EditorSceneManager.OpenScene(
|
||||||
|
activeScene.path,
|
||||||
|
OpenSceneMode.Single);
|
||||||
|
|
||||||
|
Debug.Log("Rive asset changed. THe active scene was reloaded automatically.");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 69d5148788a7cf54495d98a1a6e11d59
|
||||||
@@ -0,0 +1,67 @@
|
|||||||
|
#if UNITY_EDITOR
|
||||||
|
using UnityEditor;
|
||||||
|
using UnityEditor.SceneManagement;
|
||||||
|
using UnityEngine;
|
||||||
|
using UnityEngine.SceneManagement;
|
||||||
|
|
||||||
|
public static class RiveAssetRefreshMenu
|
||||||
|
{
|
||||||
|
private const string LoginRiveAssetPath = "Assets/UI/Login UI.riv";
|
||||||
|
|
||||||
|
[MenuItem("Tools/Rive/Reimport Login UI")]
|
||||||
|
private static void ReimportLoginUI()
|
||||||
|
{
|
||||||
|
if (EditorApplication.isPlaying)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Stop Play Mode before reimporting the Rive asset.");
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Scene activeScene = SceneManager.GetActiveScene();
|
||||||
|
|
||||||
|
if (!activeScene.IsValid() || string.IsNullOrEmpty(activeScene.path))
|
||||||
|
{
|
||||||
|
Debug.LogError("Rive refresh failed: the active scene has not been saved.");
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
bool saved = EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo();
|
||||||
|
|
||||||
|
if (!saved)
|
||||||
|
{
|
||||||
|
Debug.LogWarning("Rive refresh cancelled because the scene was not saved.");
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
AssetDatabase.ImportAsset(
|
||||||
|
LoginRiveAssetPath,
|
||||||
|
ImportAssetOptions.ForceUpdate |
|
||||||
|
ImportAssetOptions.ForceSynchronousImport);
|
||||||
|
|
||||||
|
AssetDatabase.Refresh(ImportAssetOptions.ForceUpdate);
|
||||||
|
|
||||||
|
string scenePath = activeScene.path;
|
||||||
|
|
||||||
|
EditorApplication.delayCall += () =>
|
||||||
|
{
|
||||||
|
if (EditorApplication.isPlaying)
|
||||||
|
return;
|
||||||
|
|
||||||
|
EditorSceneManager.OpenScene(
|
||||||
|
scenePath,
|
||||||
|
OpenSceneMode.Single);
|
||||||
|
|
||||||
|
Debug.Log($"Reimported {LoginRiveAssetPath} and reloaded {scenePath}.");
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
[MenuItem("Tools/Rive/Reimport Login UI", validate = true)]
|
||||||
|
private static bool ValidateReimportLoginUI()
|
||||||
|
{
|
||||||
|
return AssetDatabase.AssetPathToGUID(LoginRiveAssetPath) != string.Empty;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
#endif
|
||||||
@@ -0,0 +1,2 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: 867b04f7b3f14254598149f4cb04a1c8
|
||||||
@@ -45,6 +45,7 @@ namespace ProceduralEditor
|
|||||||
SetupPanel(faceMaterial);
|
SetupPanel(faceMaterial);
|
||||||
SetupFog();
|
SetupFog();
|
||||||
SetupPostProcessVolume();
|
SetupPostProcessVolume();
|
||||||
|
RemoveLegacyLogo();
|
||||||
SetupFadeCanvas();
|
SetupFadeCanvas();
|
||||||
|
|
||||||
EditorSceneManager.MarkSceneDirty(scene);
|
EditorSceneManager.MarkSceneDirty(scene);
|
||||||
@@ -178,12 +179,46 @@ namespace ProceduralEditor
|
|||||||
RenderSettings.fog = false;
|
RenderSettings.fog = false;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
static void RemoveLegacyLogo()
|
||||||
|
{
|
||||||
|
var legacyLogo = GameObject.Find("NetCode Logo");
|
||||||
|
if (legacyLogo != null)
|
||||||
|
Object.DestroyImmediate(legacyLogo);
|
||||||
|
}
|
||||||
|
|
||||||
static void SetupFadeCanvas()
|
static void SetupFadeCanvas()
|
||||||
{
|
{
|
||||||
var existing = GameObject.Find("Fade Canvas");
|
var existing = GameObject.Find("Fade Canvas");
|
||||||
if (existing != null) Object.DestroyImmediate(existing);
|
if (existing != null)
|
||||||
|
{
|
||||||
|
existing.SetActive(true);
|
||||||
|
existing.transform.localScale = Vector3.one;
|
||||||
|
var existingImage = existing.transform.Find("Fade Image");
|
||||||
|
if (existingImage != null)
|
||||||
|
{
|
||||||
|
existingImage.gameObject.SetActive(true);
|
||||||
|
var existingFadeIn = existingImage.GetComponent<MenuFadeIn>();
|
||||||
|
if (existingFadeIn == null)
|
||||||
|
existingFadeIn = existingImage.gameObject.AddComponent<MenuFadeIn>();
|
||||||
|
|
||||||
|
existingFadeIn.delay = 2.5f;
|
||||||
|
existingFadeIn.duration = 3.5f;
|
||||||
|
existingFadeIn.enabled = true;
|
||||||
|
|
||||||
|
var existingGroup = existingImage.GetComponent<CanvasGroup>();
|
||||||
|
if (existingGroup != null)
|
||||||
|
{
|
||||||
|
existingGroup.alpha = 1f;
|
||||||
|
existingGroup.blocksRaycasts = true;
|
||||||
|
existingGroup.interactable = true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
var canvasGo = new GameObject("Fade Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
var canvasGo = new GameObject("Fade Canvas", typeof(Canvas), typeof(CanvasScaler), typeof(GraphicRaycaster));
|
||||||
|
canvasGo.transform.localScale = Vector3.one;
|
||||||
var canvas = canvasGo.GetComponent<Canvas>();
|
var canvas = canvasGo.GetComponent<Canvas>();
|
||||||
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
canvas.renderMode = RenderMode.ScreenSpaceOverlay;
|
||||||
// Ensure fade canvas draws on top of other UI canvases
|
// Ensure fade canvas draws on top of other UI canvases
|
||||||
@@ -204,11 +239,8 @@ namespace ProceduralEditor
|
|||||||
rect.offsetMax = Vector2.zero;
|
rect.offsetMax = Vector2.zero;
|
||||||
|
|
||||||
var fadeIn = imageGo.AddComponent<MenuFadeIn>();
|
var fadeIn = imageGo.AddComponent<MenuFadeIn>();
|
||||||
fadeIn.delay = 0.3f;
|
fadeIn.delay = 2.5f;
|
||||||
fadeIn.duration = 3.5f;
|
fadeIn.duration = 3.5f;
|
||||||
// Disable automatic fade-on-start so the debug toggle controls opacity predictably.
|
|
||||||
// If you prefer the automatic fade, remove this line.
|
|
||||||
fadeIn.enabled = false;
|
|
||||||
|
|
||||||
// Make sure the image initially is fully opaque so the menu starts covered by the backdrop
|
// Make sure the image initially is fully opaque so the menu starts covered by the backdrop
|
||||||
var initColor = image.color;
|
var initColor = image.color;
|
||||||
|
|||||||
@@ -9,6 +9,20 @@ public class MenuFadeIn : MonoBehaviour
|
|||||||
|
|
||||||
CanvasGroup _group;
|
CanvasGroup _group;
|
||||||
Coroutine _fadeRoutine;
|
Coroutine _fadeRoutine;
|
||||||
|
bool _started;
|
||||||
|
|
||||||
|
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.AfterSceneLoad)]
|
||||||
|
static void ReactivateFadeImages()
|
||||||
|
{
|
||||||
|
var fadeComponents = Resources.FindObjectsOfTypeAll<MenuFadeIn>();
|
||||||
|
foreach (var fadeComponent in fadeComponents)
|
||||||
|
{
|
||||||
|
if (!fadeComponent.gameObject.scene.IsValid())
|
||||||
|
continue;
|
||||||
|
|
||||||
|
fadeComponent.gameObject.SetActive(true);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
void Awake()
|
void Awake()
|
||||||
{
|
{
|
||||||
@@ -16,6 +30,10 @@ public class MenuFadeIn : MonoBehaviour
|
|||||||
_group = GetComponent<CanvasGroup>();
|
_group = GetComponent<CanvasGroup>();
|
||||||
if (_group == null) _group = gameObject.AddComponent<CanvasGroup>();
|
if (_group == null) _group = gameObject.AddComponent<CanvasGroup>();
|
||||||
|
|
||||||
|
var canvas = GetComponentInParent<Canvas>();
|
||||||
|
if (canvas != null)
|
||||||
|
canvas.transform.localScale = Vector3.one;
|
||||||
|
|
||||||
_group.alpha = 1f;
|
_group.alpha = 1f;
|
||||||
_group.blocksRaycasts = true;
|
_group.blocksRaycasts = true;
|
||||||
Debug.Log("[MenuFadeIn] Awake - CanvasGroup ensured, alpha=1");
|
Debug.Log("[MenuFadeIn] Awake - CanvasGroup ensured, alpha=1");
|
||||||
@@ -23,14 +41,26 @@ public class MenuFadeIn : MonoBehaviour
|
|||||||
|
|
||||||
void OnEnable()
|
void OnEnable()
|
||||||
{
|
{
|
||||||
// Reset state whenever enabled and start the fade
|
|
||||||
if (_group == null) _group = GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
|
if (_group == null) _group = GetComponent<CanvasGroup>() ?? gameObject.AddComponent<CanvasGroup>();
|
||||||
|
|
||||||
|
if (_started)
|
||||||
|
BeginFade();
|
||||||
|
}
|
||||||
|
|
||||||
|
void Start()
|
||||||
|
{
|
||||||
|
_started = true;
|
||||||
|
BeginFade();
|
||||||
|
}
|
||||||
|
|
||||||
|
void BeginFade()
|
||||||
|
{
|
||||||
_group.alpha = 1f;
|
_group.alpha = 1f;
|
||||||
_group.blocksRaycasts = true;
|
_group.blocksRaycasts = true;
|
||||||
|
|
||||||
if (_fadeRoutine != null) StopCoroutine(_fadeRoutine);
|
if (_fadeRoutine != null) StopCoroutine(_fadeRoutine);
|
||||||
_fadeRoutine = StartCoroutine(Fade());
|
_fadeRoutine = StartCoroutine(Fade());
|
||||||
Debug.Log("[MenuFadeIn] OnEnable - starting fade (delay=" + delay + ", duration=" + duration + ")");
|
Debug.Log("[MenuFadeIn] Starting fade (delay=" + delay + ", duration=" + duration + ")");
|
||||||
}
|
}
|
||||||
|
|
||||||
void OnDisable()
|
void OnDisable()
|
||||||
@@ -57,7 +87,6 @@ public class MenuFadeIn : MonoBehaviour
|
|||||||
|
|
||||||
_group.alpha = 0f;
|
_group.alpha = 0f;
|
||||||
_group.blocksRaycasts = false;
|
_group.blocksRaycasts = false;
|
||||||
Debug.Log("[MenuFadeIn] Fade finished - disabling GameObject");
|
Debug.Log("[MenuFadeIn] Fade finished");
|
||||||
gameObject.SetActive(false);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
Binary file not shown.
@@ -0,0 +1,10 @@
|
|||||||
|
fileFormatVersion: 2
|
||||||
|
guid: b23153ea9b67b79469ee331b0ea7e381
|
||||||
|
ScriptedImporter:
|
||||||
|
internalIDToNameTable: []
|
||||||
|
externalObjects: {}
|
||||||
|
serializedVersion: 2
|
||||||
|
userData:
|
||||||
|
assetBundleName:
|
||||||
|
assetBundleVariant:
|
||||||
|
script: {fileID: 11500000, guid: 043c4b240e8f94f828b8b81fa436f7f0, type: 3}
|
||||||
Reference in New Issue
Block a user