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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="EventSystemSpawner.cs" company="Exit Games GmbH">
// </copyright>
// <summary>
// For additive Scene Loading context, eventSystem can't be added to each scene and instead should be instantiated only if necessary.
// https://answers.unity.com/questions/1403002/multiple-eventsystem-in-scene-this-is-not-supporte.html
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.EventSystems;
namespace Photon.Chat.UtilityScripts
{
/// <summary>
/// Event system spawner. Will add an EventSystem GameObject with an EventSystem component and a StandaloneInputModule component.
/// Use this in additive scene loading context where you would otherwise get a "Multiple EventSystem in scene... this is not supported" error from Unity.
/// </summary>
public class EventSystemSpawner : MonoBehaviour
{
void OnEnable()
{
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
Debug.LogError("PUN Demos are not compatible with the New Input System, unless you enable \"Both\" in: Edit > Project Settings > Player > Active Input Handling. Pausing App.");
Debug.Break();
return;
#endif
EventSystem sceneEventSystem = FindObjectOfType<EventSystem>();
if (sceneEventSystem == null)
{
GameObject eventSystem = new GameObject("EventSystem");
eventSystem.AddComponent<EventSystem>();
eventSystem.AddComponent<StandaloneInputModule>();
}
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="OnStartDelete.cs" company="Exit Games GmbH">
// Part of: Photon Unity Utilities,
// </copyright>
// <summary>
// This component will destroy the GameObject it is attached to (in Start()).
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
namespace Photon.Chat.UtilityScripts
{
/// <summary>This component will destroy the GameObject it is attached to (in Start()).</summary>
public class OnStartDelete : MonoBehaviour
{
// Use this for initialization
private void Start()
{
Destroy(this.gameObject);
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="TextButtonTransition.cs" company="Exit Games GmbH">
// </copyright>
// <summary>
// Use this on Button texts to have some color transition on the text as well without corrupting button's behaviour.
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace Photon.Chat.UtilityScripts
{
/// <summary>
/// Use this on Button texts to have some color transition on the text as well without corrupting button's behaviour.
/// </summary>
[RequireComponent(typeof(Text))]
public class TextButtonTransition : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
Text _text;
/// <summary>
/// The selectable Component.
/// </summary>
public Selectable Selectable;
/// <summary>
/// The color of the normal of the transition state.
/// </summary>
public Color NormalColor= Color.white;
/// <summary>
/// The color of the hover of the transition state.
/// </summary>
public Color HoverColor = Color.black;
public void Awake()
{
_text = GetComponent<Text>();
}
public void OnEnable()
{
_text.color = NormalColor;
}
public void OnDisable()
{
_text.color = NormalColor;
}
public void OnPointerEnter(PointerEventData eventData)
{
if (Selectable == null || Selectable.IsInteractable()) {
_text.color = HoverColor;
}
}
public void OnPointerExit(PointerEventData eventData)
{
if (Selectable == null || Selectable.IsInteractable()) {
_text.color = NormalColor;
}
}
}
}

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// --------------------------------------------------------------------------------------------------------------------
// <copyright file="TextToggleIsOnTransition.cs" company="Exit Games GmbH">
// </copyright>
// <summary>
// Use this on Button texts to have some color transition on the text as well without corrupting button's behaviour.
// </summary>
// <author>developer@exitgames.com</author>
// --------------------------------------------------------------------------------------------------------------------
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace Photon.Chat.UtilityScripts
{
/// <summary>
/// Use this on toggles texts to have some color transition on the text depending on the isOn State.
/// </summary>
[RequireComponent(typeof(Text))]
public class TextToggleIsOnTransition : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
{
/// <summary>
/// The toggle Component.
/// </summary>
public Toggle toggle;
Text _text;
/// <summary>
/// The color of the normal on transition state.
/// </summary>
public Color NormalOnColor= Color.white;
/// <summary>
/// The color of the normal off transition state.
/// </summary>
public Color NormalOffColor = Color.black;
/// <summary>
/// The color of the hover on transition state.
/// </summary>
public Color HoverOnColor= Color.black;
/// <summary>
/// The color of the hover off transition state.
/// </summary>
public Color HoverOffColor = Color.black;
bool isHover;
public void OnEnable()
{
_text = GetComponent<Text>();
OnValueChanged (toggle.isOn);
toggle.onValueChanged.AddListener(OnValueChanged);
}
public void OnDisable()
{
toggle.onValueChanged.RemoveListener(OnValueChanged);
}
public void OnValueChanged(bool isOn)
{
_text.color = isOn? (isHover?HoverOnColor:HoverOnColor) : (isHover?NormalOffColor:NormalOffColor) ;
}
public void OnPointerEnter(PointerEventData eventData)
{
isHover = true;
_text.color = toggle.isOn?HoverOnColor:HoverOffColor;
}
public void OnPointerExit(PointerEventData eventData)
{
isHover = false;
_text.color = toggle.isOn?NormalOnColor:NormalOffColor;
}
}
}

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