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Assets/Plugins/Light2D/Scripts/LightObstacleSprite.cs
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Assets/Plugins/Light2D/Scripts/LightObstacleSprite.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Runtime.CompilerServices;
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using System.Text;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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using UnityEngine;
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namespace Light2D
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{
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/// <summary>
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/// Sprite with dual color support. Grabs sprite from GameSpriteRenderer field.
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/// </summary>
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[ExecuteInEditMode]
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public class LightObstacleSprite : CustomSprite
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{
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/// <summary>
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/// Renderer from which sprite will be used.
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/// </summary>
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public Renderer GameSpriteRenderer;
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/// <summary>
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/// Color is packed in mesh UV1.
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/// </summary>
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public Color AdditiveColor;
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private Color _oldSecondaryColor;
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private Renderer _oldGameSpriteRenderer;
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private SpriteRenderer _oldUnitySprite;
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private CustomSprite _oldCustomSprite;
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protected override void OnEnable()
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{
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#if UNITY_EDITOR
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if (Material == null)
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{
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Material = AssetDatabase.LoadAssetAtPath<Material>("Assets/Light2D/Materials/DualColor.mat");
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}
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#endif
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base.OnEnable();
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if (GameSpriteRenderer == null && transform.parent != null)
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GameSpriteRenderer = transform.parent.gameObject.GetComponent<Renderer>();
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gameObject.layer = LightingSystem.Instance.LightObstaclesLayer;
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UpdateMeshData(true);
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}
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private void UpdateSecondaryColor()
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{
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var uv1 = new Vector2(
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Util.DecodeFloatRGBA((Vector4)AdditiveColor),
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Util.DecodeFloatRGBA(new Vector4(AdditiveColor.a, 0, 0)));
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for (int i = 0; i < _uv1.Length; i++)
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{
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_uv1[i] = uv1;
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}
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}
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protected override void UpdateMeshData(bool forceUpdate = false)
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{
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if (_meshRenderer == null || _meshFilter == null || IsPartOfStaticBatch)
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return;
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if (GameSpriteRenderer != null && (GameSpriteRenderer != _oldGameSpriteRenderer || forceUpdate ||
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(_oldUnitySprite != null && _oldUnitySprite.sprite != null && _oldUnitySprite.sprite != Sprite) ||
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(_oldCustomSprite != null && _oldCustomSprite.Sprite != null && _oldCustomSprite.Sprite != Sprite)))
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{
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_oldGameSpriteRenderer = GameSpriteRenderer;
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_oldCustomSprite = GameSpriteRenderer.GetComponent<CustomSprite>();
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if (_oldCustomSprite != null)
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{
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Sprite = _oldCustomSprite.Sprite;
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}
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else
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{
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_oldUnitySprite = GameSpriteRenderer.GetComponent<SpriteRenderer>();
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if (_oldUnitySprite != null)
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Sprite = _oldUnitySprite.sprite;
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}
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Material.EnableKeyword("NORMAL_TEXCOORD");
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}
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if (_oldSecondaryColor != AdditiveColor || forceUpdate)
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{
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UpdateSecondaryColor();
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_isMeshDirty = true;
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_oldSecondaryColor = AdditiveColor;
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}
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base.UpdateMeshData(forceUpdate);
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}
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}
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}
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