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(client) feat:支持定义实体的碰撞体大小和偏移;建筑支持定义实体建筑和瓦片建筑,建筑支持指定按钮回调;添加存档管理器;Dev支持设置是否暂停;实体允许定义事件组;添加基地界面 (#57)
Co-authored-by: m0_75251201 <m0_75251201@noreply.gitcode.com> Reviewed-on: http://47.107.252.169:3000/Roguelite-Game-Developing-Team/Gen_Hack-and-Slash-Roguelite/pulls/57
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34
Client/Assets/Shader/Hidden_Pix.mat
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34
Client/Assets/Shader/Hidden_Pix.mat
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!21 &2100000
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Material:
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serializedVersion: 8
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_Name: Hidden_Pix
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m_Shader: {fileID: 4800000, guid: 214fbe49256c89b498cb2ee2f9cc8d9a, type: 3}
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m_Parent: {fileID: 0}
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m_DoubleSidedGI: 0
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m_CustomRenderQueue: -1
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stringTagMap: {}
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disabledShaderPasses: []
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m_LockedProperties:
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8
Client/Assets/Shader/Hidden_Pix.mat.meta
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8
Client/Assets/Shader/Hidden_Pix.mat.meta
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52
Client/Assets/Shader/Pix.shader
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52
Client/Assets/Shader/Pix.shader
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Shader "Hidden/Pix"
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{
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Properties
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{
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_MainTex ("Texture", 2D) = "white" {}
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}
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SubShader
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{
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// No culling or depth
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Cull Off ZWrite Off ZTest Always
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Pass
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{
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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#include "UnityCG.cginc"
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struct appdata
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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};
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struct v2f
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{
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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};
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v2f vert (appdata v)
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{
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v2f o;
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o.vertex = UnityObjectToClipPos(v.vertex);
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o.uv = v.uv;
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return o;
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}
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sampler2D _MainTex;
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fixed4 frag (v2f i) : SV_Target
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{
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fixed4 col = tex2D(_MainTex, i.uv);
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// just invert the colors
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col.rgb = 1 - col.rgb;
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return col;
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}
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ENDCG
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}
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}
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}
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9
Client/Assets/Shader/Pix.shader.meta
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9
Client/Assets/Shader/Pix.shader.meta
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1109
Client/Assets/Shader/PixelShader.shadergraph
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1109
Client/Assets/Shader/PixelShader.shadergraph
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File diff suppressed because it is too large
Load Diff
10
Client/Assets/Shader/PixelShader.shadergraph.meta
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10
Client/Assets/Shader/PixelShader.shadergraph.meta
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