net.dreditor.actors 0.1.6 → 0.1.7

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (143) hide show
  1. package/.attestation.p7m +0 -0
  2. package/Actor.cs +74 -74
  3. package/Actor.cs.meta +11 -11
  4. package/ActorBodyDebugger.cs +117 -117
  5. package/ActorBodyDebugger.cs.meta +13 -13
  6. package/ActorManager.cs +149 -149
  7. package/ActorManager.cs.meta +11 -11
  8. package/ActorOrganizer.cs +93 -93
  9. package/ActorOrganizer.cs.meta +11 -11
  10. package/BasicExpressionChanger.cs +157 -157
  11. package/BasicExpressionChanger.cs.meta +11 -11
  12. package/BasicLayerHandler.cs +108 -108
  13. package/BasicLayerHandler.cs.meta +11 -11
  14. package/DREditor.Actors.asmdef +20 -20
  15. package/DREditor.Actors.asmdef.meta +7 -7
  16. package/Editor/AssignmentStyleGUIEditor.cs +171 -171
  17. package/Editor/AssignmentStyleGUIEditor.cs.meta +1 -1
  18. package/Editor/AutoCreateCharacterWizard.cs +475 -475
  19. package/Editor/AutoCreateCharacterWizard.cs.meta +11 -11
  20. package/Editor/AutoCreateTrialCharacterWizard.cs +426 -426
  21. package/Editor/AutoCreateTrialCharacterWizard.cs.meta +1 -1
  22. package/Editor/CharacterUtility.cs +119 -119
  23. package/Editor/CharacterUtility.cs.meta +11 -11
  24. package/Editor/CircleDrawer.cs +206 -206
  25. package/Editor/CircleDrawer.cs.meta +1 -1
  26. package/Editor/CircleUtility.cs +54 -54
  27. package/Editor/CircleUtility.cs.meta +1 -1
  28. package/Editor/DREditor.Actors.Editor.asmdef +21 -21
  29. package/Editor/DREditor.Actors.Editor.asmdef.meta +7 -7
  30. package/Editor/GenerateCharacterIntroDialogues.cs +234 -234
  31. package/Editor/GenerateCharacterIntroDialogues.cs.meta +11 -11
  32. package/Editor/IItemImporter.cs +19 -19
  33. package/Editor/IItemImporter.cs.meta +1 -1
  34. package/Editor/ItemImporter.cs +170 -170
  35. package/Editor/ItemImporter.cs.meta +1 -1
  36. package/Editor/ItemUtility.cs +85 -85
  37. package/Editor/ItemUtility.cs.meta +11 -11
  38. package/Editor/ItemWizard.cs +41 -41
  39. package/Editor/ItemWizard.cs.meta +11 -11
  40. package/Editor.meta +8 -8
  41. package/Events/ActorCheckFocusEvent.cs +49 -49
  42. package/Events/ActorCheckFocusEvent.cs.meta +11 -11
  43. package/Events/ActorFadeEvent.cs +19 -19
  44. package/Events/ActorFadeEvent.cs.meta +11 -11
  45. package/Events/ActorFadeHandler.cs +53 -53
  46. package/Events/ActorFadeHandler.cs.meta +11 -11
  47. package/Events/ActorFaintEvent.cs +282 -282
  48. package/Events/ActorFaintEvent.cs.meta +11 -11
  49. package/Events/ActorFaintEventRenderQ.cs +65 -65
  50. package/Events/ActorFaintEventRenderQ.cs.meta +11 -11
  51. package/Events/ActorLeaveHandler.cs +238 -238
  52. package/Events/ActorLeaveHandler.cs.meta +11 -11
  53. package/Events/ActorSpriteFader.cs +190 -190
  54. package/Events/ActorSpriteFader.cs.meta +11 -11
  55. package/Events/ActorSpriteFaderRenderQ.cs +49 -49
  56. package/Events/ActorSpriteFaderRenderQ.cs.meta +11 -11
  57. package/Events/BSTrialActorFlash.cs +259 -259
  58. package/Events/BSTrialActorFlash.cs.meta +11 -11
  59. package/Events/ChangeLastFocusEvent.cs +62 -62
  60. package/Events/ChangeLastFocusEvent.cs.meta +11 -11
  61. package/Events/MoveCharacterEvent.cs +141 -141
  62. package/Events/MoveCharacterEvent.cs.meta +11 -11
  63. package/Events.meta +8 -8
  64. package/ExpressionChanger.cs +25 -25
  65. package/ExpressionChanger.cs.meta +11 -11
  66. package/FocusHandler.cs +96 -96
  67. package/FocusHandler.cs.meta +11 -11
  68. package/Implementation/ActorFocusHandler.cs +195 -195
  69. package/Implementation/ActorFocusHandler.cs.meta +11 -11
  70. package/Implementation/ActorFocusLoadEnd.cs +108 -108
  71. package/Implementation/ActorFocusLoadEnd.cs.meta +11 -11
  72. package/Implementation/ActorFocusPrepare.cs +102 -102
  73. package/Implementation/ActorFocusPrepare.cs.meta +11 -11
  74. package/Implementation/ActorFocusResolve.cs +67 -67
  75. package/Implementation/ActorFocusResolve.cs.meta +11 -11
  76. package/Implementation/ActorSpriteChanger.cs +129 -129
  77. package/Implementation/ActorSpriteChanger.cs.meta +11 -11
  78. package/Implementation/ActorTrialSpriteChanger.cs +46 -46
  79. package/Implementation/ActorTrialSpriteChanger.cs.meta +11 -11
  80. package/Implementation/ChangeLastSpriteEvent.cs +92 -92
  81. package/Implementation/ChangeLastSpriteEvent.cs.meta +11 -11
  82. package/Implementation/WorldSpriteChanger.cs +207 -207
  83. package/Implementation/WorldSpriteChanger.cs.meta +11 -11
  84. package/Implementation.meta +8 -8
  85. package/LayerHandler.cs +30 -30
  86. package/LayerHandler.cs.meta +11 -11
  87. package/{Samples → Samples~}/Actor.prefab +581 -581
  88. package/{Samples → Samples~}/Actor.prefab.meta +7 -7
  89. package/{Samples → Samples~}/Actor_Body_Debugger.prefab +68 -68
  90. package/{Samples → Samples~}/Actor_Body_Debugger.prefab.meta +7 -7
  91. package/{Samples → Samples~}/Actor_Check_Focus_Event.prefab +47 -47
  92. package/{Samples → Samples~}/Actor_Check_Focus_Event.prefab.meta +7 -7
  93. package/{Samples → Samples~}/Actor_Event_Handlers.prefab +668 -668
  94. package/{Samples → Samples~}/Actor_Event_Handlers.prefab.meta +7 -7
  95. package/{Samples → Samples~}/Actor_Fade_Handler.prefab +137 -137
  96. package/{Samples → Samples~}/Actor_Fade_Handler.prefab.meta +7 -7
  97. package/{Samples → Samples~}/Actor_Fade_Handler_Render_Q.prefab +137 -137
  98. package/{Samples → Samples~}/Actor_Fade_Handler_Render_Q.prefab.meta +7 -7
  99. package/{Samples → Samples~}/Actor_Faint_Event.prefab +71 -71
  100. package/{Samples → Samples~}/Actor_Faint_Event.prefab.meta +7 -7
  101. package/{Samples → Samples~}/Actor_Faint_Event_Render_Q.prefab +73 -73
  102. package/{Samples → Samples~}/Actor_Faint_Event_Render_Q.prefab.meta +7 -7
  103. package/{Samples → Samples~}/Actor_Focus_Handler.prefab +168 -168
  104. package/{Samples → Samples~}/Actor_Focus_Handler.prefab.meta +7 -7
  105. package/{Samples → Samples~}/Actor_Focus_Handler_Shell.prefab +56 -56
  106. package/{Samples → Samples~}/Actor_Focus_Handler_Shell.prefab.meta +7 -7
  107. package/{Samples → Samples~}/Actor_Focus_Load_End.prefab +66 -66
  108. package/{Samples → Samples~}/Actor_Focus_Load_End.prefab.meta +7 -7
  109. package/{Samples → Samples~}/Actor_Focus_Prepare.prefab +49 -49
  110. package/{Samples → Samples~}/Actor_Focus_Prepare.prefab.meta +7 -7
  111. package/{Samples → Samples~}/Actor_Focus_Resolve.prefab +48 -48
  112. package/{Samples → Samples~}/Actor_Focus_Resolve.prefab.meta +7 -7
  113. package/{Samples → Samples~}/Actor_Leave_Handler.prefab +141 -141
  114. package/{Samples → Samples~}/Actor_Leave_Handler.prefab.meta +7 -7
  115. package/{Samples → Samples~}/Actor_Leave_Handler_Render_Q.prefab +141 -141
  116. package/{Samples → Samples~}/Actor_Leave_Handler_Render_Q.prefab.meta +7 -7
  117. package/{Samples → Samples~}/Actor_Organizer.prefab +49 -49
  118. package/{Samples → Samples~}/Actor_Organizer.prefab.meta +7 -7
  119. package/{Samples → Samples~}/Actor_Sprite_Changer.prefab +163 -163
  120. package/{Samples → Samples~}/Actor_Sprite_Changer.prefab.meta +7 -7
  121. package/{Samples → Samples~}/Actor_Sprite_Changer_Shell.prefab +51 -51
  122. package/{Samples → Samples~}/Actor_Sprite_Changer_Shell.prefab.meta +7 -7
  123. package/{Samples → Samples~}/Actor_Sprite_Fader.prefab +52 -52
  124. package/{Samples → Samples~}/Actor_Sprite_Fader.prefab.meta +7 -7
  125. package/{Samples → Samples~}/Actor_Sprite_Fader_Render_Q.prefab +54 -54
  126. package/{Samples → Samples~}/Actor_Sprite_Fader_Render_Q.prefab.meta +7 -7
  127. package/{Samples → Samples~}/Actor_Trial_Sprite_Changer.prefab +47 -47
  128. package/{Samples → Samples~}/Actor_Trial_Sprite_Changer.prefab.meta +7 -7
  129. package/{Samples → Samples~}/Change_Last_Focus_Event.prefab +66 -66
  130. package/{Samples → Samples~}/Change_Last_Focus_Event.prefab.meta +7 -7
  131. package/{Samples → Samples~}/Change_Last_Sprite_Event.prefab +49 -49
  132. package/{Samples → Samples~}/Change_Last_Sprite_Event.prefab.meta +7 -7
  133. package/{Samples → Samples~}/Change_Last_World_Sprite_Event.prefab +186 -186
  134. package/{Samples → Samples~}/Change_Last_World_Sprite_Event.prefab.meta +7 -7
  135. package/{Samples → Samples~}/Focus_Handler.prefab +49 -49
  136. package/{Samples → Samples~}/Focus_Handler.prefab.meta +7 -7
  137. package/{Samples → Samples~}/Move_Character_Event.prefab +51 -51
  138. package/{Samples → Samples~}/Move_Character_Event.prefab.meta +7 -7
  139. package/{Samples → Samples~}/World_Sprite_Changer.prefab +51 -51
  140. package/{Samples → Samples~}/World_Sprite_Changer.prefab.meta +7 -7
  141. package/package.json +43 -38
  142. package/package.json.meta +7 -7
  143. package/Samples.meta +0 -8
@@ -1,158 +1,158 @@
1
- //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- #if DOTWEEN
3
- using DG.Tweening;
4
- #endif
5
- using DREditor.EventObjects;
6
- using System.Collections;
7
- using UnityEngine;
8
-
9
- namespace DREditor.Actors
10
- {
11
- /// <summary>
12
- ///
13
- /// </summary>
14
- /// <remarks>
15
- ///
16
- /// </remarks>
17
- [ClassHeader(nameof(ExpressionChanger) +
18
- "\n\n")]
19
- public class BasicExpressionChanger : ExpressionChanger
20
- {
21
- /// <summary>
22
- ///
23
- /// </summary>
24
- [Tooltip("")]
25
- [SerializeField] protected BoolWithEvent isLoadingFile = null;
26
-
27
- /// <summary>
28
- ///
29
- /// </summary>
30
- [Tooltip("")]
31
- [SerializeField] protected BoolWithEvent spriteIsFading = null;
32
-
33
-
34
- /// <summary>
35
- ///
36
- /// </summary>
37
- [Header("")]
38
- [Divider]
39
- [Tooltip("")]
40
- [SerializeField] protected MeshRenderer character = null;
41
-
42
- /// <summary>
43
- ///
44
- /// </summary>
45
- [Tooltip("")]
46
- [SerializeField] protected MeshRenderer characterb = null;
47
-
48
- /// <summary>
49
- ///
50
- /// </summary>
51
- [Tooltip("")]
52
- [SerializeField] protected SpriteRenderer sprite = null;
53
-
54
- /// <summary>
55
- ///
56
- /// </summary>
57
- [Tooltip("")]
58
- [SerializeField] protected SpriteRenderer spriteb = null;
59
-
60
-
61
- /// <summary>
62
- ///
63
- /// </summary>
64
- [Header("")]
65
- [Divider]
66
- [Tooltip("")]
67
- [SerializeField] protected float spriteChangeTime = 0.185f;
68
-
69
- /// <summary>
70
- ///
71
- /// </summary>
72
- [Tooltip("")]
73
- [SerializeField] protected float finishedWorldSpriteChangeBufferTime = 0;
74
- #if DOTWEEN
75
- /// <summary>
76
- ///
77
- /// </summary>
78
- [Tooltip("")]
79
- [SerializeField] protected Ease bottomSpriteFadeInCurve = Ease.Linear;
80
-
81
- /// <summary>
82
- ///
83
- /// </summary>
84
- [Tooltip("")]
85
- [SerializeField] protected Ease topSpriteFadeOutCurve = Ease.Linear;
86
- #endif
87
-
88
- /// <inheritdoc/>
89
- public override void FastForwardExpressionChange(Material expressionMaterial, Sprite expressionSprite)
90
- {
91
- if (spriteIsFading.Value)
92
- {
93
- #if DOTWEEN
94
- sprite.DOKill();
95
- #endif
96
- sprite.color = new Color(255, 255, 255, 255);
97
- /* The above line causes a visual kinda bug where pressing fast forward, a sprite changes, then
98
- * going out of fast forward, will incorrectly fade the sprite transition. But this line seems
99
- * needed for fixing the bug of CharLeave overpowering sprite change.
100
- */
101
- }
102
-
103
- SetActorMaterials(expressionMaterial);
104
-
105
- sprite.sprite = expressionSprite;
106
-
107
- spriteb.sprite = expressionSprite;
108
-
109
- if (!isLoadingFile.Value)
110
- MoveSpriteToFront();
111
- }
112
-
113
- /// <inheritdoc/>
114
- public override IEnumerator ChangeExpressionProcess(Material expressionMaterial, Sprite expressionSprite)
115
- {
116
- SetActorMaterials(expressionMaterial);
117
-
118
- spriteb.sprite = expressionSprite;
119
- #if DOTWEEN
120
- spriteb.DOFade(1, spriteChangeTime).SetEase(bottomSpriteFadeInCurve);
121
-
122
- sprite.DOFade(0, spriteChangeTime).SetEase(topSpriteFadeOutCurve);
123
- #endif
124
- yield return new WaitForSeconds(spriteChangeTime);
125
-
126
- sprite.sprite = expressionSprite;
127
-
128
- MoveSpriteToFront();
129
-
130
- if (finishedWorldSpriteChangeBufferTime > 0)
131
- yield return new WaitForSeconds(finishedWorldSpriteChangeBufferTime);
132
- }
133
-
134
-
135
- /// <summary>
136
- ///
137
- /// </summary>
138
- /// <param name="material"></param>
139
- protected virtual void SetActorMaterials(Material material)
140
- {
141
- character.material = material;
142
-
143
- characterb.material.mainTexture = character.material.mainTexture;
144
- }
145
-
146
- /// <summary>
147
- ///
148
- /// </summary>
149
- protected virtual void MoveSpriteToFront()
150
- {
151
- #if DOTWEEN
152
- sprite.DOFade(1, 0);
153
-
154
- spriteb.DOFade(0, 0);
155
- #endif
156
- }
157
- }
1
+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ #if DOTWEEN
3
+ using DG.Tweening;
4
+ #endif
5
+ using DREditor.EventObjects;
6
+ using System.Collections;
7
+ using UnityEngine;
8
+
9
+ namespace DREditor.Actors
10
+ {
11
+ /// <summary>
12
+ ///
13
+ /// </summary>
14
+ /// <remarks>
15
+ ///
16
+ /// </remarks>
17
+ [ClassHeader(nameof(ExpressionChanger) +
18
+ "\n\n")]
19
+ public class BasicExpressionChanger : ExpressionChanger
20
+ {
21
+ /// <summary>
22
+ ///
23
+ /// </summary>
24
+ [Tooltip("")]
25
+ [SerializeField] protected BoolWithEvent isLoadingFile = null;
26
+
27
+ /// <summary>
28
+ ///
29
+ /// </summary>
30
+ [Tooltip("")]
31
+ [SerializeField] protected BoolWithEvent spriteIsFading = null;
32
+
33
+
34
+ /// <summary>
35
+ ///
36
+ /// </summary>
37
+ [Header("")]
38
+ [Divider]
39
+ [Tooltip("")]
40
+ [SerializeField] protected MeshRenderer character = null;
41
+
42
+ /// <summary>
43
+ ///
44
+ /// </summary>
45
+ [Tooltip("")]
46
+ [SerializeField] protected MeshRenderer characterb = null;
47
+
48
+ /// <summary>
49
+ ///
50
+ /// </summary>
51
+ [Tooltip("")]
52
+ [SerializeField] protected SpriteRenderer sprite = null;
53
+
54
+ /// <summary>
55
+ ///
56
+ /// </summary>
57
+ [Tooltip("")]
58
+ [SerializeField] protected SpriteRenderer spriteb = null;
59
+
60
+
61
+ /// <summary>
62
+ ///
63
+ /// </summary>
64
+ [Header("")]
65
+ [Divider]
66
+ [Tooltip("")]
67
+ [SerializeField] protected float spriteChangeTime = 0.185f;
68
+
69
+ /// <summary>
70
+ ///
71
+ /// </summary>
72
+ [Tooltip("")]
73
+ [SerializeField] protected float finishedWorldSpriteChangeBufferTime = 0;
74
+ #if DOTWEEN
75
+ /// <summary>
76
+ ///
77
+ /// </summary>
78
+ [Tooltip("")]
79
+ [SerializeField] protected Ease bottomSpriteFadeInCurve = Ease.Linear;
80
+
81
+ /// <summary>
82
+ ///
83
+ /// </summary>
84
+ [Tooltip("")]
85
+ [SerializeField] protected Ease topSpriteFadeOutCurve = Ease.Linear;
86
+ #endif
87
+
88
+ /// <inheritdoc/>
89
+ public override void FastForwardExpressionChange(Material expressionMaterial, Sprite expressionSprite)
90
+ {
91
+ if (spriteIsFading.Value)
92
+ {
93
+ #if DOTWEEN
94
+ sprite.DOKill();
95
+ #endif
96
+ sprite.color = new Color(255, 255, 255, 255);
97
+ /* The above line causes a visual kinda bug where pressing fast forward, a sprite changes, then
98
+ * going out of fast forward, will incorrectly fade the sprite transition. But this line seems
99
+ * needed for fixing the bug of CharLeave overpowering sprite change.
100
+ */
101
+ }
102
+
103
+ SetActorMaterials(expressionMaterial);
104
+
105
+ sprite.sprite = expressionSprite;
106
+
107
+ spriteb.sprite = expressionSprite;
108
+
109
+ if (!isLoadingFile.Value)
110
+ MoveSpriteToFront();
111
+ }
112
+
113
+ /// <inheritdoc/>
114
+ public override IEnumerator ChangeExpressionProcess(Material expressionMaterial, Sprite expressionSprite)
115
+ {
116
+ SetActorMaterials(expressionMaterial);
117
+
118
+ spriteb.sprite = expressionSprite;
119
+ #if DOTWEEN
120
+ spriteb.DOFade(1, spriteChangeTime).SetEase(bottomSpriteFadeInCurve);
121
+
122
+ sprite.DOFade(0, spriteChangeTime).SetEase(topSpriteFadeOutCurve);
123
+ #endif
124
+ yield return new WaitForSeconds(spriteChangeTime);
125
+
126
+ sprite.sprite = expressionSprite;
127
+
128
+ MoveSpriteToFront();
129
+
130
+ if (finishedWorldSpriteChangeBufferTime > 0)
131
+ yield return new WaitForSeconds(finishedWorldSpriteChangeBufferTime);
132
+ }
133
+
134
+
135
+ /// <summary>
136
+ ///
137
+ /// </summary>
138
+ /// <param name="material"></param>
139
+ protected virtual void SetActorMaterials(Material material)
140
+ {
141
+ character.material = material;
142
+
143
+ characterb.material.mainTexture = character.material.mainTexture;
144
+ }
145
+
146
+ /// <summary>
147
+ ///
148
+ /// </summary>
149
+ protected virtual void MoveSpriteToFront()
150
+ {
151
+ #if DOTWEEN
152
+ sprite.DOFade(1, 0);
153
+
154
+ spriteb.DOFade(0, 0);
155
+ #endif
156
+ }
157
+ }
158
158
  }
@@ -1,11 +1,11 @@
1
- fileFormatVersion: 2
2
- guid: 9992b9eee92621b47b6ab558a43435a0
3
- MonoImporter:
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- externalObjects: {}
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- serializedVersion: 2
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- defaultReferences: []
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- executionOrder: 0
8
- icon: {instanceID: 0}
9
- userData:
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- assetBundleName:
11
- assetBundleVariant:
1
+ fileFormatVersion: 2
2
+ guid: 9992b9eee92621b47b6ab558a43435a0
3
+ MonoImporter:
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+ externalObjects: {}
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+ serializedVersion: 2
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+ defaultReferences: []
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+ executionOrder: 0
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+ icon: {instanceID: 0}
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+ userData:
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+ assetBundleName:
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+ assetBundleVariant:
@@ -1,109 +1,109 @@
1
- //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
- using System.Collections.Generic;
3
- using UnityEngine;
4
-
5
- namespace DREditor.Actors
6
- {
7
- /// <summary>
8
- ///
9
- /// </summary>
10
- /// <remarks>
11
- ///
12
- /// </remarks>
13
- [ClassHeader(nameof(LayerHandler) +
14
- "\n\n")]
15
- public class BasicLayerHandler : LayerHandler
16
- {
17
- /// <summary>
18
- ///
19
- /// </summary>
20
- [Header("")]
21
- [Divider]
22
- [Tooltip("")]
23
- [SerializeField] protected List<Renderer> unfocusRenderers = new();
24
-
25
- /// <summary>
26
- ///
27
- /// </summary>
28
- [Tooltip("")]
29
- [SerializeField] protected List<Renderer> focusRenderers = new();
30
-
31
-
32
- /// <summary>
33
- ///
34
- /// </summary>
35
- [Header("")]
36
- [Divider]
37
- [Tooltip("")]
38
- [SerializeField] protected int unfocusedLayer = 6;
39
-
40
- /// <summary>
41
- ///
42
- /// </summary>
43
- [Tooltip("")]
44
- [SerializeField] protected int focusedLayer = 8;
45
-
46
-
47
- /// <inheritdoc/>
48
- public override void ToggleRender()
49
- {
50
- if (focusRenderers.Count == 0 || focusRenderers[0] == null)
51
- return;
52
-
53
- EnableRenderers(unfocusRenderers, focusRenderers[0].enabled);
54
-
55
- EnableRenderers(focusRenderers, !focusRenderers[0].enabled);
56
- }
57
-
58
- /// <summary>
59
- ///
60
- /// </summary>
61
- /// <typeparam name="T"></typeparam>
62
- /// <param name="renderers"></param>
63
- /// <param name="to"></param>
64
- protected virtual void EnableRenderers<T>(List<T> renderers, bool to) where T : Renderer
65
- {
66
- foreach (var renderer in renderers)
67
- if (renderer != null)
68
- renderer.enabled = to;
69
- }
70
-
71
-
72
- /// <inheritdoc/>
73
- public override void CheckSpriteLayer()
74
- {
75
- if (focusRenderers.Count != 0 && focusRenderers[0] != null && focusRenderers[0].gameObject.layer != focusedLayer)
76
- FocusActor();
77
- }
78
-
79
- /// <inheritdoc/>
80
- public override void FocusActor() => SetActorLayers(focusedLayer);
81
-
82
- /// <inheritdoc/>
83
- public override void UnFocusActor() => SetActorLayers(unfocusedLayer);
84
-
85
- /// <summary>
86
- ///
87
- /// </summary>
88
- /// <param name="layer"></param>
89
- protected virtual void SetActorLayers(int layer)
90
- {
91
- SetRenderersLayer(unfocusRenderers, layer);
92
-
93
- SetRenderersLayer(focusRenderers, layer);
94
- }
95
-
96
- /// <summary>
97
- ///
98
- /// </summary>
99
- /// <typeparam name="T"></typeparam>
100
- /// <param name="renderers"></param>
101
- /// <param name="layer"></param>
102
- protected virtual void SetRenderersLayer<T>(List<T> renderers, int layer) where T : Renderer
103
- {
104
- foreach (var renderer in renderers)
105
- if (renderer != null)
106
- renderer.gameObject.layer = layer;
107
- }
108
- }
1
+ //Author: Benjamin "Sweden" Jillson : Discord: sweden_gaming For Project Eden's Garden
2
+ using System.Collections.Generic;
3
+ using UnityEngine;
4
+
5
+ namespace DREditor.Actors
6
+ {
7
+ /// <summary>
8
+ ///
9
+ /// </summary>
10
+ /// <remarks>
11
+ ///
12
+ /// </remarks>
13
+ [ClassHeader(nameof(LayerHandler) +
14
+ "\n\n")]
15
+ public class BasicLayerHandler : LayerHandler
16
+ {
17
+ /// <summary>
18
+ ///
19
+ /// </summary>
20
+ [Header("")]
21
+ [Divider]
22
+ [Tooltip("")]
23
+ [SerializeField] protected List<Renderer> unfocusRenderers = new();
24
+
25
+ /// <summary>
26
+ ///
27
+ /// </summary>
28
+ [Tooltip("")]
29
+ [SerializeField] protected List<Renderer> focusRenderers = new();
30
+
31
+
32
+ /// <summary>
33
+ ///
34
+ /// </summary>
35
+ [Header("")]
36
+ [Divider]
37
+ [Tooltip("")]
38
+ [SerializeField] protected int unfocusedLayer = 6;
39
+
40
+ /// <summary>
41
+ ///
42
+ /// </summary>
43
+ [Tooltip("")]
44
+ [SerializeField] protected int focusedLayer = 8;
45
+
46
+
47
+ /// <inheritdoc/>
48
+ public override void ToggleRender()
49
+ {
50
+ if (focusRenderers.Count == 0 || focusRenderers[0] == null)
51
+ return;
52
+
53
+ EnableRenderers(unfocusRenderers, focusRenderers[0].enabled);
54
+
55
+ EnableRenderers(focusRenderers, !focusRenderers[0].enabled);
56
+ }
57
+
58
+ /// <summary>
59
+ ///
60
+ /// </summary>
61
+ /// <typeparam name="T"></typeparam>
62
+ /// <param name="renderers"></param>
63
+ /// <param name="to"></param>
64
+ protected virtual void EnableRenderers<T>(List<T> renderers, bool to) where T : Renderer
65
+ {
66
+ foreach (var renderer in renderers)
67
+ if (renderer != null)
68
+ renderer.enabled = to;
69
+ }
70
+
71
+
72
+ /// <inheritdoc/>
73
+ public override void CheckSpriteLayer()
74
+ {
75
+ if (focusRenderers.Count != 0 && focusRenderers[0] != null && focusRenderers[0].gameObject.layer != focusedLayer)
76
+ FocusActor();
77
+ }
78
+
79
+ /// <inheritdoc/>
80
+ public override void FocusActor() => SetActorLayers(focusedLayer);
81
+
82
+ /// <inheritdoc/>
83
+ public override void UnFocusActor() => SetActorLayers(unfocusedLayer);
84
+
85
+ /// <summary>
86
+ ///
87
+ /// </summary>
88
+ /// <param name="layer"></param>
89
+ protected virtual void SetActorLayers(int layer)
90
+ {
91
+ SetRenderersLayer(unfocusRenderers, layer);
92
+
93
+ SetRenderersLayer(focusRenderers, layer);
94
+ }
95
+
96
+ /// <summary>
97
+ ///
98
+ /// </summary>
99
+ /// <typeparam name="T"></typeparam>
100
+ /// <param name="renderers"></param>
101
+ /// <param name="layer"></param>
102
+ protected virtual void SetRenderersLayer<T>(List<T> renderers, int layer) where T : Renderer
103
+ {
104
+ foreach (var renderer in renderers)
105
+ if (renderer != null)
106
+ renderer.gameObject.layer = layer;
107
+ }
108
+ }
109
109
  }
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