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https://github.com/mob-sakai/ParticleEffectForUGUI.git
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resharp
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@@ -1,8 +1,9 @@
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using UnityEngine;
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using System;
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using UnityEngine;
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namespace Coffee.UIExtensions
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{
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[System.Serializable]
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[Serializable]
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public class AnimatableProperty : ISerializationCallbackReceiver
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{
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public enum ShaderPropertyType
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@@ -11,11 +12,11 @@ namespace Coffee.UIExtensions
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Vector,
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Float,
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Range,
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Texture,
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Texture
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}
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[SerializeField] string m_Name = "";
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[SerializeField] ShaderPropertyType m_Type = ShaderPropertyType.Vector;
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[SerializeField] private string m_Name = "";
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[SerializeField] private ShaderPropertyType m_Type = ShaderPropertyType.Vector;
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public int id { get; private set; }
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public ShaderPropertyType type
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@@ -23,6 +24,15 @@ namespace Coffee.UIExtensions
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get { return m_Type; }
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}
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void ISerializationCallbackReceiver.OnBeforeSerialize()
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{
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}
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void ISerializationCallbackReceiver.OnAfterDeserialize()
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{
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id = Shader.PropertyToID(m_Name);
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}
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public void UpdateMaterialProperties(Material material, MaterialPropertyBlock mpb)
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{
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if (!material.HasProperty(id)) return;
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@@ -31,35 +41,38 @@ namespace Coffee.UIExtensions
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{
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case ShaderPropertyType.Color:
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var color = mpb.GetColor(id);
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if (color != default(Color))
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if (color != default)
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{
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material.SetColor(id, color);
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}
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break;
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case ShaderPropertyType.Vector:
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var vector = mpb.GetVector(id);
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if (vector != default(Vector4))
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if (vector != default)
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{
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material.SetVector(id, vector);
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}
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break;
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case ShaderPropertyType.Float:
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case ShaderPropertyType.Range:
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var value = mpb.GetFloat(id);
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if (value != default(float))
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if (!Mathf.Approximately(value, 0))
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{
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material.SetFloat(id, value);
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}
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break;
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case ShaderPropertyType.Texture:
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var tex = mpb.GetTexture(id);
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if (tex != default(Texture))
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{
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material.SetTexture(id, tex);
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}
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break;
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}
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}
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public void OnBeforeSerialize()
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{
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}
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public void OnAfterDeserialize()
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{
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id = Shader.PropertyToID(m_Name);
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}
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}
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}
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