Merge pull request #4 from WickedJack99/Galaxy-Generator

Galaxy generator
This commit is contained in:
Wicked Jack
2023-06-05 16:52:07 +02:00
committed by GitHub
196 changed files with 47022 additions and 1 deletions

20
Assets/BackButton.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class BackButton : MonoBehaviour
{
public GameObject[] objectsToDeactivate;
public GameObject[] objectsToActivate;
public void GoBack()
{
for (int i = 0; i < objectsToActivate.Length; i++)
{
objectsToActivate[i].SetActive(true); // activate the game object
}
for (int i = 0; i < objectsToDeactivate.Length; i++)
{
objectsToDeactivate[i].SetActive(false); // deactivate the game object
}
}
}

17
Assets/Exit.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class Exit : MonoBehaviour
{
public string sceneName;
// To change the scene by name
public void changeScene()
{
Debug.Log("Taste exit wurde gedr<64>ckt!");
SceneManager.LoadScene(sceneName);
}
}

22
Assets/Galaxy/Galaxy.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Galaxy : MonoBehaviour
{
[SerializeField] private RawImage _img;
[SerializeField] private float _x, _y;
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
_img.uvRect = new Rect(_img.uvRect.position + new Vector2(_x, _y) * Time.deltaTime, _img.uvRect.size);
}
}

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Assets/Galaxy/galaxy.jpg Normal file

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124
Assets/GalaxyContainer.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GalaxyContainer : MonoBehaviour
{
public GameObject[] objects;
public GameObject galaxyPrefab; // Prefab des Galaxy-Objekts
public int numberOfGalaxies; // Anzahl der zu erstellenden Galaxien
public float distanceFromCenter; // Abstand der Galaxien vom Hauptobjekt
void Start()
{
Vector3 centerPosition = transform.position; // Position des Hauptobjekts
// Berechne die Anzahl der Zeilen und Spalten basierend auf der Anzahl der Galaxien
int rows = Mathf.CeilToInt(Mathf.Sqrt(numberOfGalaxies));
int columns = Mathf.CeilToInt((float)numberOfGalaxies / rows);
// Berechne den Abstand zwischen den Galaxien auf jeder Achse
float xSpacing = distanceFromCenter / (columns - 1);
float ySpacing = distanceFromCenter / (rows - 1);
// Erstelle alle Galaxien
for (int i = 0; i < numberOfGalaxies; i++)
{
// Berechne die x- und y-Position basierend auf dem Index
int rowIndex = i % rows;
int columnIndex = i / rows;
// Berechne die Position basierend auf den Indizes und den Abst<73>nden
float xPos = centerPosition.x - (distanceFromCenter / 2f) + columnIndex * xSpacing;
float yPos = centerPosition.y - (distanceFromCenter / 2f) + rowIndex * ySpacing;
// Erzeuge ein neues GameObject aus dem Prefab
GameObject galaxy = Instantiate(galaxyPrefab);
// Setze die Position des Galaxy-Objekts
galaxy.transform.position = new Vector3(xPos, yPos, centerPosition.z);
}
}
/*void Start()
{
for (int i = 0; i < objectsToDeactivate0.Length; i++)
{
objectsToDeactivate0[i].SetActive(false); // Deactivate the game object
}
// Erstelle f<>r jeden Button ein Raw Image
for (int i = 0; i < planetTextures.Length; i++)
{
// Erzeuge ein neues GameObject f<>r den Button
GameObject buttonGO = new GameObject("Button" + i);
buttonGO.transform.SetParent(transform);
// F<>ge das Raw Image Komponente hinzu
RawImage rawImage = buttonGO.AddComponent<RawImage>();
// Weise die Planeten-Textur dem Raw Image zu
rawImage.texture = planetTextures[i];
// Setze die Position des Raw Images entsprechend der Button-Position
buttonGO.transform.localPosition = new Vector3(buttonPositions[i].x, buttonPositions[i].y, 0f);
// F<>ge eine Button-Komponente hinzu
Button button = buttonGO.AddComponent<Button>();
// F<>ge einen EventListener hinzu, um die Funktion OnButtonClick aufzurufen
int buttonIndex = i; // Speichere den Index in einer separaten Variable, um den richtigen Index im EventListener zu verwenden
button.onClick.AddListener(() => OnButtonClick(buttonIndex));
// Skaliere den Button
RectTransform buttonRectTransform = buttonGO.GetComponent<RectTransform>();
buttonRectTransform.localScale = buttonScale;
}
}
void OnButtonClick(int buttonIndex)
{
// Diese Methode wird aufgerufen, wenn ein Button geklickt wird
Debug.Log("Button " + buttonIndex + " wurde geklickt!");
if (buttonIndex == 0)
{
for (int i = 0; i < objectsToDeactivate1.Length; i++)
{
objectsToDeactivate1[i].SetActive(false); // Deactivate the game object
}
for (int i = 0; i < objectsToDeactivate0.Length; i++)
{
objectsToDeactivate0[i].SetActive(true); // activate the game object
}
}
}
public void GoBack()
{
// Diese Methode wird aufgerufen, wenn Back Button geklickt wird
for (int i = 0; i < objectsToDeactivate1.Length; i++)
{
objectsToDeactivate1[i].SetActive(true); // activate the game object
}
for (int i = 0; i < objectsToDeactivate0.Length; i++)
{
objectsToDeactivate0[i].SetActive(false); // deactivate the game object
}
}*/
// Update is called once per frame
void Update()
{
}
}

24
Assets/GalaxyManager.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GalaxyManager : MonoBehaviour
{
public GameObject[] objectsToDeactivate0;
public GameObject[] objectsToDeactivate1;
// Start is called before the first frame update
void Start()
{
for (int i = 0; i < objectsToDeactivate0.Length; i++)
{
objectsToDeactivate0[i].SetActive(false); // deactivate the game object
}
}
// Update is called once per frame
void Update()
{
}
}

110
Assets/GalaxyUI.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class GalaxyUI : MonoBehaviour
{
public GameObject galaxyPrefab; // Prefab des Galaxy-Objekts
public int numberOfGalaxies; // Anzahl der zu erstellenden Galaxien
public float distanceFromCenter; // Abstand der Galaxien vom Hauptobjekt
public GameObject canvas; // Referenz auf das Canvas-Objekt
private GameObject[] SolarSystems = new GameObject[12];
private Vector3[] SolarSystemPositions = new Vector3[12];
public float Industry;
public float Wealth;
public float Science;
public float Food;
public float MilitaryPower;
public float Population;
public float ActualFood;
public Text[] texts; // Array der Text-Objekte
private float[] Array = new float[7];
void Start()
{
Vector3 centerPosition = canvas.transform.position; // Position des Hauptobjekts
for (int i = 0; i < numberOfGalaxies; i++)
{
// Erzeuge ein neues GameObject aus dem Prefab
SolarSystems[i] = Instantiate(galaxyPrefab);
// Setze das Canvas als Elternobjekt
SolarSystems[i].transform.SetParent(canvas.transform, false);
// Berechne den Winkel basierend auf der Anzahl der Galaxien
float angle = i * (360f / numberOfGalaxies);
// Berechne die Position basierend auf dem Winkel und dem Abstand vom Zentrum
float xPos = centerPosition.x + (distanceFromCenter * 3) * Mathf.Cos(Mathf.Deg2Rad * angle);
float yPos = centerPosition.y + distanceFromCenter * Mathf.Sin(Mathf.Deg2Rad * angle);
// Setze die Position des Galaxy-Objekts
SolarSystemPositions[i] = new Vector3(xPos, yPos, centerPosition.z);
SolarSystems[i].transform.position = new Vector3(xPos, yPos, centerPosition.z);
}
}
public void HidetSolarSystems()
{
for (int i = 0; i < numberOfGalaxies; i++)
{
SolarSystems[i].transform.position = new Vector3(10000, 0, 0);
}
}
public void ResetSolarSystemPositions()
{
for (int i = 0; i < numberOfGalaxies; i++)
{
SolarSystems[i].transform.position = new Vector3(SolarSystemPositions[i].x, SolarSystemPositions[i].y, SolarSystemPositions[i].z);
}
}
// Update is called once per frame
void Update()
{
Array[0] = Industry;
Array[1] = Wealth;
Array[2] = Science;
Array[3] = Food;
Array[4] = MilitaryPower;
Array[5] = Population;
Array[6] = ActualFood;
for (int i = 0; i < numberOfGalaxies; i++)
{
Industry += SolarSystems[i].GetComponent<SolarSystemManager>().Industry;
Wealth += SolarSystems[i].GetComponent<SolarSystemManager>().Wealth;
Science += SolarSystems[i].GetComponent<SolarSystemManager>().Science;
Food += SolarSystems[i].GetComponent<SolarSystemManager>().Food;
MilitaryPower += SolarSystems[i].GetComponent<SolarSystemManager>().MilitaryPower;
Population += SolarSystems[i].GetComponent<SolarSystemManager>().Population;
ActualFood += SolarSystems[i].GetComponent<SolarSystemManager>().ActualFood;
}
for (int i = 0; i < 7; i++)
{
float temp = Array[i];
if (temp / 1000000 >= 1)
{
temp /= 1000000;
texts[i].text = ((int)temp).ToString() + " M";
}
else if (temp / 1000 >= 1)
{
temp /= 1000;
texts[i].text = ((int)temp).ToString() + " K";
}
else
{
texts[i].text = Array[i].ToString();
}
}
}
}

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using UnityEngine;
using System.Collections;
public class ActiveStateToggler : MonoBehaviour {
public void ToggleActive () {
gameObject.SetActive (!gameObject.activeSelf);
}
}

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using UnityEngine;
using System.Collections;
public class ApplicationManager : MonoBehaviour {
public void Quit ()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class ChangeColor : MonoBehaviour, IPointerClickHandler
{
void OnEnable ()
{
}
public void SetRed(float value)
{
OnValueChanged(value, 0);
}
public void SetGreen(float value)
{
OnValueChanged(value, 1);
}
public void SetBlue(float value)
{
OnValueChanged(value, 2);
}
public void OnValueChanged(float value, int channel)
{
Color c = Color.white;
if (GetComponent<Renderer>() != null)
c = GetComponent<Renderer>().material.color;
else if (GetComponent<Light>() != null)
c = GetComponent<Light>().color;
c[channel] = value;
if (GetComponent<Renderer>() != null)
GetComponent<Renderer>().material.color = c;
else if (GetComponent<Light>() != null)
GetComponent<Light>().color = c;
}
public void OnPointerClick(PointerEventData data)
{
if (GetComponent<Renderer>() != null)
GetComponent<Renderer>().material.color = new Color(Random.value, Random.value, Random.value, 1.0f);
else if (GetComponent<Light>() != null)
GetComponent<Light>().color = new Color(Random.value, Random.value, Random.value, 1.0f);
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class ChangeScene : MonoBehaviour
{
public string sceneName;
// To change the scene by name
public void changeScene()
{
SceneManager.LoadScene(sceneName);
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
[RequireComponent(typeof(Image))]
public class DragMe : MonoBehaviour, IBeginDragHandler, IDragHandler, IEndDragHandler
{
public bool dragOnSurfaces = true;
private Dictionary<int,GameObject> m_DraggingIcons = new Dictionary<int, GameObject>();
private Dictionary<int, RectTransform> m_DraggingPlanes = new Dictionary<int, RectTransform>();
public void OnBeginDrag(PointerEventData eventData)
{
var canvas = FindInParents<Canvas>(gameObject);
if (canvas == null)
return;
// We have clicked something that can be dragged.
// What we want to do is create an icon for this.
m_DraggingIcons[eventData.pointerId] = new GameObject("icon");
m_DraggingIcons[eventData.pointerId].transform.SetParent (canvas.transform, false);
m_DraggingIcons[eventData.pointerId].transform.SetAsLastSibling();
var image = m_DraggingIcons[eventData.pointerId].AddComponent<Image>();
// The icon will be under the cursor.
// We want it to be ignored by the event system.
var group = m_DraggingIcons[eventData.pointerId].AddComponent<CanvasGroup>();
group.blocksRaycasts = false;
image.sprite = GetComponent<Image>().sprite;
image.SetNativeSize();
if (dragOnSurfaces)
m_DraggingPlanes[eventData.pointerId] = transform as RectTransform;
else
m_DraggingPlanes[eventData.pointerId] = canvas.transform as RectTransform;
SetDraggedPosition(eventData);
}
public void OnDrag(PointerEventData eventData)
{
if (m_DraggingIcons[eventData.pointerId] != null)
SetDraggedPosition(eventData);
}
private void SetDraggedPosition(PointerEventData eventData)
{
if (dragOnSurfaces && eventData.pointerEnter != null && eventData.pointerEnter.transform as RectTransform != null)
m_DraggingPlanes[eventData.pointerId] = eventData.pointerEnter.transform as RectTransform;
var rt = m_DraggingIcons[eventData.pointerId].GetComponent<RectTransform>();
Vector3 globalMousePos;
if (RectTransformUtility.ScreenPointToWorldPointInRectangle(m_DraggingPlanes[eventData.pointerId], eventData.position, eventData.pressEventCamera, out globalMousePos))
{
rt.position = globalMousePos;
rt.rotation = m_DraggingPlanes[eventData.pointerId].rotation;
}
}
public void OnEndDrag(PointerEventData eventData)
{
if (m_DraggingIcons[eventData.pointerId] != null)
Destroy(m_DraggingIcons[eventData.pointerId]);
m_DraggingIcons[eventData.pointerId] = null;
}
static public T FindInParents<T>(GameObject go) where T : Component
{
if (go == null) return null;
var comp = go.GetComponent<T>();
if (comp != null)
return comp;
var t = go.transform.parent;
while (t != null && comp == null)
{
comp = t.gameObject.GetComponent<T>();
t = t.parent;
}
return comp;
}
}

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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
public class DragPanel : MonoBehaviour, IPointerDownHandler, IDragHandler {
private Vector2 originalLocalPointerPosition;
private Vector3 originalPanelLocalPosition;
private RectTransform panelRectTransform;
private RectTransform parentRectTransform;
void Awake () {
panelRectTransform = transform.parent as RectTransform;
parentRectTransform = panelRectTransform.parent as RectTransform;
}
public void OnPointerDown (PointerEventData data) {
originalPanelLocalPosition = panelRectTransform.localPosition;
RectTransformUtility.ScreenPointToLocalPointInRectangle (parentRectTransform, data.position, data.pressEventCamera, out originalLocalPointerPosition);
}
public void OnDrag (PointerEventData data) {
if (panelRectTransform == null || parentRectTransform == null)
return;
Vector2 localPointerPosition;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle (parentRectTransform, data.position, data.pressEventCamera, out localPointerPosition)) {
Vector3 offsetToOriginal = localPointerPosition - originalLocalPointerPosition;
panelRectTransform.localPosition = originalPanelLocalPosition + offsetToOriginal;
}
ClampToWindow ();
}
// Clamp panel to area of parent
void ClampToWindow () {
Vector3 pos = panelRectTransform.localPosition;
Vector3 minPosition = parentRectTransform.rect.min - panelRectTransform.rect.min;
Vector3 maxPosition = parentRectTransform.rect.max - panelRectTransform.rect.max;
pos.x = Mathf.Clamp (panelRectTransform.localPosition.x, minPosition.x, maxPosition.x);
pos.y = Mathf.Clamp (panelRectTransform.localPosition.y, minPosition.y, maxPosition.y);
panelRectTransform.localPosition = pos;
}
}

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using System.Reflection;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class DropMe : MonoBehaviour, IDropHandler, IPointerEnterHandler, IPointerExitHandler
{
public Image containerImage;
public Image receivingImage;
private Color normalColor;
public Color highlightColor = Color.yellow;
public void OnEnable ()
{
if (containerImage != null)
normalColor = containerImage.color;
}
public void OnDrop(PointerEventData data)
{
containerImage.color = normalColor;
if (receivingImage == null)
return;
Sprite dropSprite = GetDropSprite (data);
if (dropSprite != null)
receivingImage.overrideSprite = dropSprite;
}
public void OnPointerEnter(PointerEventData data)
{
if (containerImage == null)
return;
Sprite dropSprite = GetDropSprite (data);
if (dropSprite != null)
containerImage.color = highlightColor;
}
public void OnPointerExit(PointerEventData data)
{
if (containerImage == null)
return;
containerImage.color = normalColor;
}
private Sprite GetDropSprite(PointerEventData data)
{
var originalObj = data.pointerDrag;
if (originalObj == null)
return null;
var dragMe = originalObj.GetComponent<DragMe>();
if (dragMe == null)
return null;
var srcImage = originalObj.GetComponent<Image>();
if (srcImage == null)
return null;
return srcImage.sprite;
}
}

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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
using System.Collections.Generic;
public class PanelManager : MonoBehaviour {
public Animator initiallyOpen;
private int m_OpenParameterId;
private Animator m_Open;
private GameObject m_PreviouslySelected;
const string k_OpenTransitionName = "Open";
const string k_ClosedStateName = "Closed";
public void OnEnable()
{
m_OpenParameterId = Animator.StringToHash (k_OpenTransitionName);
if (initiallyOpen == null)
return;
OpenPanel(initiallyOpen);
}
public void OpenPanel (Animator anim)
{
if (m_Open == anim)
return;
anim.gameObject.SetActive(true);
var newPreviouslySelected = EventSystem.current.currentSelectedGameObject;
anim.transform.SetAsLastSibling();
CloseCurrent();
m_PreviouslySelected = newPreviouslySelected;
m_Open = anim;
m_Open.SetBool(m_OpenParameterId, true);
GameObject go = FindFirstEnabledSelectable(anim.gameObject);
SetSelected(go);
}
static GameObject FindFirstEnabledSelectable (GameObject gameObject)
{
GameObject go = null;
var selectables = gameObject.GetComponentsInChildren<Selectable> (true);
foreach (var selectable in selectables) {
if (selectable.IsActive () && selectable.IsInteractable ()) {
go = selectable.gameObject;
break;
}
}
return go;
}
public void CloseCurrent()
{
if (m_Open == null)
return;
m_Open.SetBool(m_OpenParameterId, false);
SetSelected(m_PreviouslySelected);
StartCoroutine(DisablePanelDeleyed(m_Open));
m_Open = null;
}
IEnumerator DisablePanelDeleyed(Animator anim)
{
bool closedStateReached = false;
bool wantToClose = true;
while (!closedStateReached && wantToClose)
{
if (!anim.IsInTransition(0))
closedStateReached = anim.GetCurrentAnimatorStateInfo(0).IsName(k_ClosedStateName);
wantToClose = !anim.GetBool(m_OpenParameterId);
yield return new WaitForEndOfFrame();
}
if (wantToClose)
anim.gameObject.SetActive(false);
}
private void SetSelected(GameObject go)
{
EventSystem.current.SetSelectedGameObject(go);
}
}

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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
public class ResizePanel : MonoBehaviour, IPointerDownHandler, IDragHandler {
public Vector2 minSize = new Vector2 (100, 100);
public Vector2 maxSize = new Vector2 (400, 400);
private RectTransform panelRectTransform;
private Vector2 originalLocalPointerPosition;
private Vector2 originalSizeDelta;
void Awake () {
panelRectTransform = transform.parent.GetComponent<RectTransform> ();
}
public void OnPointerDown (PointerEventData data) {
originalSizeDelta = panelRectTransform.sizeDelta;
RectTransformUtility.ScreenPointToLocalPointInRectangle (panelRectTransform, data.position, data.pressEventCamera, out originalLocalPointerPosition);
}
public void OnDrag (PointerEventData data) {
if (panelRectTransform == null)
return;
Vector2 localPointerPosition;
RectTransformUtility.ScreenPointToLocalPointInRectangle (panelRectTransform, data.position, data.pressEventCamera, out localPointerPosition);
Vector3 offsetToOriginal = localPointerPosition - originalLocalPointerPosition;
Vector2 sizeDelta = originalSizeDelta + new Vector2 (offsetToOriginal.x, -offsetToOriginal.y);
sizeDelta = new Vector2 (
Mathf.Clamp (sizeDelta.x, minSize.x, maxSize.x),
Mathf.Clamp (sizeDelta.y, minSize.y, maxSize.y)
);
panelRectTransform.sizeDelta = sizeDelta;
}
}

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using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Image))]
public class ScrollDetailTexture : MonoBehaviour
{
public bool uniqueMaterial = false;
public Vector2 scrollPerSecond = Vector2.zero;
Matrix4x4 m_Matrix;
Material mCopy;
Material mOriginal;
Image mSprite;
Material m_Mat;
void OnEnable ()
{
mSprite = GetComponent<Image>();
mOriginal = mSprite.material;
if (uniqueMaterial && mSprite.material != null)
{
mCopy = new Material(mOriginal);
mCopy.name = "Copy of " + mOriginal.name;
mCopy.hideFlags = HideFlags.DontSave;
mSprite.material = mCopy;
}
}
void OnDisable ()
{
if (mCopy != null)
{
mSprite.material = mOriginal;
if (Application.isEditor)
UnityEngine.Object.DestroyImmediate(mCopy);
else
UnityEngine.Object.Destroy(mCopy);
mCopy = null;
}
mOriginal = null;
}
void Update ()
{
Material mat = (mCopy != null) ? mCopy : mOriginal;
if (mat != null)
{
Texture tex = mat.GetTexture("_DetailTex");
if (tex != null)
{
mat.SetTextureOffset("_DetailTex", scrollPerSecond * Time.time);
// TODO: It would be better to add support for MaterialBlocks on UIRenderer,
// because currently only one Update() function's matrix can be active at a time.
// With material block properties, the batching would be correctly broken up instead,
// and would work with multiple widgets using this detail shader.
}
}
}
}

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using System.Reflection.Emit;
using UnityEngine;
using UnityEngine.UI;
[RequireComponent(typeof(Text))]
public class ShowSliderValue : MonoBehaviour
{
public void UpdateLabel (float value)
{
Text lbl = GetComponent<Text>();
if (lbl != null)
lbl.text = Mathf.RoundToInt (value * 100) + "%";
}
}

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using UnityEngine;
public class TiltWindow : MonoBehaviour
{
public Vector2 range = new Vector2(5f, 3f);
Transform mTrans;
Quaternion mStart;
Vector2 mRot = Vector2.zero;
void Start ()
{
mTrans = transform;
mStart = mTrans.localRotation;
}
void Update ()
{
Vector3 pos = Input.mousePosition;
float halfWidth = Screen.width * 0.5f;
float halfHeight = Screen.height * 0.5f;
float x = Mathf.Clamp((pos.x - halfWidth) / halfWidth, -1f, 1f);
float y = Mathf.Clamp((pos.y - halfHeight) / halfHeight, -1f, 1f);
mRot = Vector2.Lerp(mRot, new Vector2(x, y), Time.deltaTime * 5f);
mTrans.localRotation = mStart * Quaternion.Euler(-mRot.y * range.y, mRot.x * range.x, 0f);
}
}

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