design and change player stats ui
This commit is contained in:
@@ -1 +1,2 @@
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https://www.mixamo.com/#
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https://www.mixamo.com/#
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https://assetstore.unity.com/top-assets/top-download?aid=1101la6X4&utm_campaign=unity_affiliate&utm_medium=affiliate&utm_source=partnerize-linkmaker
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using TMPro;
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using UnityEngine;
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public class GameUIController : MonoBehaviour
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{
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[SerializeField]
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private DateTimeController _dateTimeController;
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[SerializeField]
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private PlayerController _playerController;
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[SerializeField]
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[SerializeField]
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private TextMeshProUGUI _moneyText;
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void Start()
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{
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}
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void Update()
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{
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_moneyText.text = $"Money: {_playerController.money.Value}$";
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UpdateTime();
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}
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{
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if (_timeText != null)
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{
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_timeText.text = _dateTimeController.CurrentTime.ToString("HH:mm");
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}
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}
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}
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using TMPro;
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using UnityEngine;
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public class GameUIController : MonoBehaviour
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{
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[SerializeField]
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private DateTimeController _dateTimeController;
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[SerializeField]
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private PlayerController _playerController;
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[SerializeField]
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[SerializeField]
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void Start()
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{
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}
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void Update()
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{
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_moneyText.text = $"${_playerController.money.Value}";
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UpdateTime();
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}
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{
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if (_timeText != null)
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{
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_timeText.text = _dateTimeController.CurrentTime.ToString("HH:mm");
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folderAsset: yes
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Shader "Custom/UIBlur"
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{
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Properties
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{
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[IntRange] _Step("Step Size", Range(3, 10)) = 4
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_Jump("Jump Size", Range(0.0001,0.3)) = 0.1
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_BlurTex("Blurred Texture", 2D) = "white" {}
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// Default properties
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[PerRendererData] _MainTex("Sprite Texture", 2D) = "white" {}
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_Color("Tint", Color) = (1,1,1,1)
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_StencilComp("Stencil Comparison", Float) = 8
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_Stencil("Stencil ID", Float) = 0
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_StencilOp("Stencil Operation", Float) = 0
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_StencilWriteMask("Stencil Write Mask", Float) = 255
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_StencilReadMask("Stencil Read Mask", Float) = 255
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_ColorMask("Color Mask", Float) = 15
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[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip("Use Alpha Clip", Float) = 0
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Ref[_Stencil]
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Comp[_StencilComp]
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Pass[_StencilOp]
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ReadMask[_StencilReadMask]
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WriteMask[_StencilWriteMask]
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Cull Off
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Lighting Off
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ZWrite Off
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ZTest[unity_GUIZTestMode]
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Blend SrcAlpha OneMinusSrcAlpha
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ColorMask[_ColorMask]
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CGPROGRAM
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#pragma target 2.0
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#include "UnityCG.cginc"
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#include "UnityUI.cginc"
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#pragma multi_compile_local _ UNITY_UI_ALPHACLIP
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struct appdata_t
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{
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float4 vertex : POSITION;
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float4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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{
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float4 vertex : SV_POSITION;
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fixed4 color : COLOR;
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float2 texcoord : TEXCOORD0;
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float4 screenPosition : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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int _Radius;
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float _Step;
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float _Jump;
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sampler2D _BlurTex;
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sampler2D _MainTex;
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fixed4 _Color;
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fixed4 _TextureSampleAdd;
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float4 _ClipRect;
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float4 _MainTex_ST;
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half4 GetBlur(float4 uv, half4 pixel)
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{
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#define GrabPixelXY(kernelx, kernely) tex2Dproj(_BlurTex, UNITY_PROJ_COORD(float4(uv.x + _Jump * kernelx, uv.y + _Jump*kernely, uv.z,uv.w)))
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float4 sum = GrabPixelXY(0,0);
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float range = _Step;
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for (; range <= _Radius; range += _Step)
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{
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for (float i = 0.06; i <= 0.18; i += 0.03) {
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float minus = (0.21 - i);
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sum += GrabPixelXY(-range * i, range * minus);
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sum += GrabPixelXY(range * i, -range * minus);
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sum += GrabPixelXY(-range * minus, -range * i);
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sum += GrabPixelXY(range * minus, range * i);
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}
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}
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half4 result = sum / (_Radius * 2 + 1);
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return result * pixel;
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}
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v2f vert(appdata_t v)
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{
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v2f OUT;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(OUT);
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OUT.vertex = UnityObjectToClipPos(v.vertex);
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OUT.screenPosition = ComputeScreenPos(OUT.vertex);
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OUT.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex);
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OUT.color = v.color * _Color;
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return OUT;
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}
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fixed4 frag(v2f IN) : SV_Target
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{
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half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color;
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#ifdef UNITY_UI_ALPHACLIP
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clip(color.a - 0.001);
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#endif
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return GetBlur(IN.screenPosition, color);
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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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assetBundleName:
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assetBundleVariant:
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Reference in New Issue
Block a user