[TASK] Initial commit with basic product setup

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2019-08-18 13:50:14 +02:00
commit 01a66a8e1f
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namespace Mapbox.Examples
{
using UnityEngine;
using System.Collections;
/// <summary>
/// Text mesh outline. Script source: https://answers.unity.com/questions/542646/3d-text-strokeoutline.html
/// </summary>
public class TextMeshOutline : MonoBehaviour
{
public float pixelSize = 1;
public Color outlineColor = Color.black;
public bool resolutionDependant = false;
public int doubleResolution = 1024;
private TextMesh textMesh;
private MeshRenderer meshRenderer;
void Start()
{
textMesh = GetComponent<TextMesh>();
meshRenderer = GetComponent<MeshRenderer>();
for (int i = 0; i < 8; i++)
{
GameObject outline = new GameObject("outline", typeof(TextMesh));
outline.transform.parent = transform;
outline.transform.localScale = new Vector3(1, 1, 1);
MeshRenderer otherMeshRenderer = outline.GetComponent<MeshRenderer>();
otherMeshRenderer.material = new Material(meshRenderer.material);
otherMeshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
otherMeshRenderer.receiveShadows = false;
otherMeshRenderer.sortingLayerID = meshRenderer.sortingLayerID;
otherMeshRenderer.sortingLayerName = meshRenderer.sortingLayerName;
}
}
void LateUpdate()
{
Vector3 screenPoint = Camera.main.WorldToScreenPoint(transform.position);
outlineColor.a = textMesh.color.a * textMesh.color.a;
// copy attributes
for (int i = 0; i < transform.childCount; i++)
{
TextMesh other = transform.GetChild(i).GetComponent<TextMesh>();
other.color = outlineColor;
other.text = textMesh.text;
other.alignment = textMesh.alignment;
other.anchor = textMesh.anchor;
other.characterSize = textMesh.characterSize;
other.font = textMesh.font;
other.fontSize = textMesh.fontSize;
other.fontStyle = textMesh.fontStyle;
other.richText = textMesh.richText;
other.tabSize = textMesh.tabSize;
other.lineSpacing = textMesh.lineSpacing;
other.offsetZ = textMesh.offsetZ;
bool doublePixel = resolutionDependant && (Screen.width > doubleResolution || Screen.height > doubleResolution);
Vector3 pixelOffset = GetOffset(i) * (doublePixel ? 2.0f * pixelSize : pixelSize);
Vector3 worldPoint = Camera.main.ScreenToWorldPoint(screenPoint + pixelOffset);
other.transform.position = worldPoint;
MeshRenderer otherMeshRenderer = transform.GetChild(i).GetComponent<MeshRenderer>();
otherMeshRenderer.sortingLayerID = meshRenderer.sortingLayerID;
otherMeshRenderer.sortingLayerName = meshRenderer.sortingLayerName;
}
}
Vector3 GetOffset(int i)
{
switch (i % 8)
{
case 0: return new Vector3(0, 1, 0);
case 1: return new Vector3(1, 1, 0);
case 2: return new Vector3(1, 0, 0);
case 3: return new Vector3(1, -1, 0);
case 4: return new Vector3(0, -1, 0);
case 5: return new Vector3(-1, -1, 0);
case 6: return new Vector3(-1, 0, 0);
case 7: return new Vector3(-1, 1, 0);
default: return Vector3.zero;
}
}
}
}

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