mirror of
https://gitgud.io/AbstractConcept/rimworld-animation-studio.git
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551 lines
18 KiB
C#
551 lines
18 KiB
C#
/*
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Advanced Polygon Collider (c) 2015 Digital Ruby, LLC
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http://www.digitalruby.com
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Source code may not be redistributed. Use in apps and games is fine.
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*/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace DigitalRuby.AdvancedPolygonCollider
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{
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public struct PolygonParameters
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{
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/// <summary>
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/// Texture - must be readable and writeable.
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/// </summary>
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public Texture2D Texture;
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/// <summary>
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/// Source rect from the texture containing the sprite.
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/// </summary>
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public Rect Rect;
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/// <summary>
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/// Offset (pivot) for the sprite
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/// </summary>
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public Vector2 Offset;
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/// <summary>
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/// X multiplier if pixels per unit are used, otherwise 1 (see UpdatePolygonCollider method).
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/// </summary>
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public float XMultiplier;
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/// <summary>
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/// Y multiplier if pixels per unit are used, otherwise 1 (see UpdatePolygonCollider method).
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/// </summary>
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public float YMultiplier;
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/// <summary>
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/// Alpha tolerance. Pixels with greater than this are considered solid.
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/// </summary>
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public byte AlphaTolerance;
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/// <summary>
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/// Distance threshold to collapse vertices in pixels.
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/// </summary>
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public int DistanceThreshold;
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/// <summary>
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/// True to decompose into convex polygons, false otherwise.
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/// </summary>
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public bool Decompose;
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/// <summary>
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/// Whether to use the cache. Values will be cached accordingly.
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/// </summary>
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public bool UseCache;
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public override int GetHashCode()
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{
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int h = Texture.GetHashCode();
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if (h == 0)
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{
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h = 1;
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}
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return h * (int)(Rect.GetHashCode() * XMultiplier * YMultiplier * AlphaTolerance * Mathf.Max(DistanceThreshold, 1) * (Decompose ? 2 : 1));
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}
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public override bool Equals(object obj)
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{
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if (obj is PolygonParameters)
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{
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PolygonParameters p = (PolygonParameters)obj;
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return Texture == p.Texture && Rect == p.Rect &&
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XMultiplier == p.XMultiplier && YMultiplier == p.YMultiplier &&
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AlphaTolerance == p.AlphaTolerance && DistanceThreshold == p.DistanceThreshold &&
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Decompose == p.Decompose;
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}
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return false;
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}
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}
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[RequireComponent(typeof(PolygonCollider2D))]
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[RequireComponent(typeof(SpriteRenderer))]
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[ExecuteInEditMode]
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public class AdvancedPolygonCollider : MonoBehaviour
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{
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[Serializable]
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public struct ArrayWrapper
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{
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[SerializeField]
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public Vector2[] Array;
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}
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[Serializable]
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public struct ListWrapper
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{
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[SerializeField]
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public List<ArrayWrapper> List;
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}
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[Serializable]
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public struct CacheEntry
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{
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[SerializeField]
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public CacheKey Key;
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[SerializeField]
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public ListWrapper Value;
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}
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[Serializable]
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public struct CacheKey
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{
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[SerializeField]
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public Texture2D Texture;
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[SerializeField]
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public Rect Rect;
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public override int GetHashCode()
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{
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return Texture.GetHashCode() * Rect.GetHashCode();
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}
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public override bool Equals(object obj)
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{
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if (obj is CacheKey)
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{
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CacheKey k = (CacheKey)obj;
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return (Texture == k.Texture && Rect == k.Rect);
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}
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return false;
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}
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}
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[Tooltip("Pixels with alpha greater than this count as solid.")]
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[Range(0, 254)]
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public byte AlphaTolerance = 20;
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[Tooltip("Points further away than this number of pixels will be consolidated.")]
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[Range(0, 64)]
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public int DistanceThreshold = 8;
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[Tooltip("Scale of the polygon.")]
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[Range(0.5f, 2.0f)]
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public float Scale = 1.0f;
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[Tooltip("Whether to decompse vertices into convex only polygons.")]
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public bool Decompose = false;
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[Tooltip("Whether to live update everything when in play mode. Typically for performance this can be false, " +
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"but if you plan on making changes to the sprite or parameters at runtime, you will want to set this to true.")]
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public bool RunInPlayMode = false;
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[Tooltip("True to use the cache, false otherwise. The cache is populated in editor and play mode and uses the most recent geometry " +
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"for a texture and rect regardless of other parameters. When ignoring the cache, values will not be added to the cache either. Cache is " +
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"only useful if you will be changing your sprite at run-time (i.e. animation)")]
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public bool UseCache;
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private SpriteRenderer spriteRenderer;
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private PolygonCollider2D polygonCollider;
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private bool dirty;
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[SerializeField]
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[HideInInspector]
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private byte lastAlphaTolerance;
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[SerializeField]
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[HideInInspector]
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private float lastScale;
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[SerializeField]
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[HideInInspector]
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private int lastDistanceThreshold;
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[SerializeField]
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[HideInInspector]
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private bool lastDecompose;
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[SerializeField]
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[HideInInspector]
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private Sprite lastSprite;
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[SerializeField]
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[HideInInspector]
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private Rect lastRect = new Rect();
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[SerializeField]
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[HideInInspector]
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private Vector2 lastOffset = new Vector2(-99999.0f, -99999.0f);
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[SerializeField]
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[HideInInspector]
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private float lastPixelsPerUnit;
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[SerializeField]
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[HideInInspector]
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private bool lastFlipX;
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[SerializeField]
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[HideInInspector]
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private bool lastFlipY;
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private static readonly Dictionary<CacheKey, List<Vector2[]>> cache = new Dictionary<CacheKey, List<Vector2[]>>();
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[Tooltip("All the cached objects from the editor. Do not modify this data.")]
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[SerializeField]
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private List<CacheEntry> editorCache = new List<CacheEntry>();
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// private readonly AdvancedPolygonColliderAutoGeometry geometryDetector = new AdvancedPolygonColliderAutoGeometry();
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private readonly TextureConverter geometryDetector = new TextureConverter();
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#if UNITY_EDITOR
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private Texture2D blackBackground;
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#endif
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private void Awake()
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{
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if (Application.isPlaying)
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{
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// move editor cache to regular cache
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foreach (var v in editorCache)
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{
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List<Vector2[]> list = new List<Vector2[]>();
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cache[v.Key] = list;
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foreach (ArrayWrapper w in v.Value.List)
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{
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list.Add(w.Array);
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}
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}
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}
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}
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private void Start()
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{
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#if UNITY_EDITOR
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blackBackground = new Texture2D(1, 1);
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blackBackground.SetPixel(0, 0, new Color(0.0f, 0.0f, 0.0f, 0.8f));
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blackBackground.Apply();
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#endif
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polygonCollider = GetComponent<PolygonCollider2D>();
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spriteRenderer = GetComponent<SpriteRenderer>();
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}
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private void UpdateDirtyState()
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{
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if (spriteRenderer.sprite != lastSprite)
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{
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lastSprite = spriteRenderer.sprite;
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dirty = true;
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}
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if (spriteRenderer.sprite != null)
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{
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if (lastOffset != spriteRenderer.sprite.pivot)
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{
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lastOffset = spriteRenderer.sprite.pivot;
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dirty = true;
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}
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if (lastRect != spriteRenderer.sprite.rect)
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{
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lastRect = spriteRenderer.sprite.rect;
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dirty = true;
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}
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if (lastPixelsPerUnit != spriteRenderer.sprite.pixelsPerUnit)
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{
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lastPixelsPerUnit = spriteRenderer.sprite.pixelsPerUnit;
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dirty = true;
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}
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if (lastFlipX != spriteRenderer.flipX)
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{
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lastFlipX = spriteRenderer.flipX;
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dirty = true;
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}
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if (lastFlipY != spriteRenderer.flipY)
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{
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lastFlipY = spriteRenderer.flipY;
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dirty = true;
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}
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}
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if (AlphaTolerance != lastAlphaTolerance)
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{
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lastAlphaTolerance = AlphaTolerance;
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dirty = true;
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}
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if (Scale != lastScale)
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{
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lastScale = Scale;
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dirty = true;
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}
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if (DistanceThreshold != lastDistanceThreshold)
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{
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lastDistanceThreshold = DistanceThreshold;
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dirty = true;
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}
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if (Decompose != lastDecompose)
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{
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lastDecompose = Decompose;
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dirty = true;
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}
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}
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private void Update()
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{
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if (Application.isPlaying)
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{
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if (!RunInPlayMode)
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{
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return;
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}
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}
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else if (!UseCache)
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{
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editorCache.Clear();
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}
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UpdateDirtyState();
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if (dirty)
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{
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RecalculatePolygon();
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}
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}
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#if UNITY_EDITOR
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private void OnDrawGizmos()
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{
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UnityEditor.Handles.BeginGUI();
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GUI.color = Color.white;
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string text = " Vertices: " + VerticesCount + " ";
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var view = UnityEditor.SceneView.currentDrawingSceneView;
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Vector3 screenPos = view.camera.WorldToScreenPoint(gameObject.transform.position);
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Vector2 size = GUI.skin.label.CalcSize(new GUIContent(text));
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GUI.skin.box.normal.background = blackBackground;
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Rect rect = new Rect(screenPos.x - (size.x / 2), -screenPos.y + view.position.height + 4, size.x, size.y);
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GUI.Box(rect, GUIContent.none);
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GUI.Label(rect, text);
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UnityEditor.Handles.EndGUI();
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}
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private void AddEditorCache(ref PolygonParameters p, List<Vector2[]> list)
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{
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CacheKey key = new CacheKey();
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key.Texture = p.Texture;
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key.Rect = p.Rect;
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CacheEntry e = new CacheEntry();
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e.Key = key;
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e.Value = new ListWrapper();
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e.Value.List = new List<ArrayWrapper>();
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foreach (Vector2[] v in list)
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{
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ArrayWrapper w = new ArrayWrapper();
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w.Array = v;
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e.Value.List.Add(w);
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}
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for (int i = 0; i < editorCache.Count; i++)
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{
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if (editorCache[i].Key.Equals(key))
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{
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editorCache.RemoveAt(i);
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editorCache.Insert(i, e);
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return;
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}
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}
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editorCache.Add(e);
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}
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#endif
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public void RecalculatePolygon()
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{
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if (spriteRenderer.sprite != null)
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{
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PolygonParameters p = new PolygonParameters();
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p.AlphaTolerance = AlphaTolerance;
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p.Decompose = Decompose;
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p.DistanceThreshold = DistanceThreshold;
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p.Rect = spriteRenderer.sprite.rect;
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p.Offset = spriteRenderer.sprite.pivot;
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p.Texture = spriteRenderer.sprite.texture;
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p.XMultiplier = (spriteRenderer.sprite.rect.width * 0.5f) / spriteRenderer.sprite.pixelsPerUnit;
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p.YMultiplier = (spriteRenderer.sprite.rect.height * 0.5f) / spriteRenderer.sprite.pixelsPerUnit;
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p.UseCache = UseCache;
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UpdatePolygonCollider(ref p);
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}
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}
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public void UpdatePolygonCollider(ref PolygonParameters p)
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{
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if (spriteRenderer.sprite == null || spriteRenderer.sprite.texture == null)
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{
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return;
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}
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dirty = false;
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List<Vector2[]> cached;
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if (Application.isPlaying && p.UseCache)
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{
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CacheKey key = new CacheKey();
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key.Texture = p.Texture;
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key.Rect = p.Rect;
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if (cache.TryGetValue(key, out cached))
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{
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polygonCollider.pathCount = cached.Count;
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for (int i = 0; i < cached.Count; i++)
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{
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polygonCollider.SetPath(i, cached[i]);
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}
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return;
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}
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}
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PopulateCollider(polygonCollider, ref p);
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}
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public int VerticesCount
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{
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get { return (polygonCollider == null ? 0 : polygonCollider.GetTotalPointCount()); }
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}
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/// <summary>
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/// Populate the vertices of a collider
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/// </summary>
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/// <param name="collider">Collider to setup vertices in.</param>
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/// <param name="p">Polygon creation parameters</param>
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public void PopulateCollider(PolygonCollider2D collider, ref PolygonParameters p)
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{
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try
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{
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if (p.Texture.format != TextureFormat.ARGB32 && p.Texture.format != TextureFormat.BGRA32 && p.Texture.format != TextureFormat.RGBA32 &&
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p.Texture.format != TextureFormat.RGB24 && p.Texture.format != TextureFormat.Alpha8 && p.Texture.format != TextureFormat.RGBAFloat &&
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p.Texture.format != TextureFormat.RGBAHalf && p.Texture.format != TextureFormat.RGB565)
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{
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Debug.LogWarning("Advanced Polygon Collider works best with a non-compressed texture in ARGB32, BGRA32, RGB24, RGBA4444, RGB565, RGBAFloat or RGBAHalf format");
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}
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int width = (int)p.Rect.width;
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int height = (int)p.Rect.height;
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int x = (int)p.Rect.x;
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int y = (int)p.Rect.y;
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UnityEngine.Color[] pixels = p.Texture.GetPixels(x, y, width, height, 0);
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List<Vertices> verts = geometryDetector.DetectVertices(pixels, width, p.AlphaTolerance);
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int pathIndex = 0;
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List<Vector2[]> list = new List<Vector2[]>();
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for (int i = 0; i < verts.Count; i++)
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{
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ProcessVertices(collider, verts[i], list, ref p, ref pathIndex);
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}
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#if UNITY_EDITOR
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if (Application.isPlaying)
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{
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#endif
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if (p.UseCache)
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{
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CacheKey key = new CacheKey();
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key.Texture = p.Texture;
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key.Rect = p.Rect;
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cache[key] = list;
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}
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#if UNITY_EDITOR
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}
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else if (p.UseCache)
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{
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AddEditorCache(ref p, list);
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}
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#endif
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//Debug.Log("Updated polygon.");
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}
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catch (Exception ex)
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{
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Debug.LogError("Error creating collider: " + ex);
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}
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}
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private List<Vector2[]> ProcessVertices(PolygonCollider2D collider, Vertices v, List<Vector2[]> list, ref PolygonParameters p, ref int pathIndex)
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{
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Vector2 offset = p.Offset;
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float flipXMultiplier = (spriteRenderer.flipX ? -1.0f : 1.0f);
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float flipYMultiplier = (spriteRenderer.flipY ? -1.0f : 1.0f);
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if (p.DistanceThreshold > 1)
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{
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v = SimplifyTools.DouglasPeuckerSimplify (v, p.DistanceThreshold);
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}
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if (p.Decompose)
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{
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List<List<Vector2>> points = BayazitDecomposer.ConvexPartition(v);
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for (int j = 0; j < points.Count; j++)
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{
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List<Vector2> v2 = points[j];
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for (int i = 0; i < v2.Count; i++)
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{
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float xValue = (2.0f * (((v2[i].x - offset.x) + 0.5f) / p.Rect.width));
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float yValue = (2.0f * (((v2[i].y - offset.y) + 0.5f) / p.Rect.height));
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v2[i] = new Vector2(xValue * p.XMultiplier * Scale * flipXMultiplier, yValue * p.YMultiplier * Scale * flipYMultiplier);
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}
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Vector2[] arr = v2.ToArray();
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collider.pathCount = pathIndex + 1;
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collider.SetPath(pathIndex++, arr);
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list.Add(arr);
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}
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}
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else
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{
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collider.pathCount = pathIndex + 1;
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for (int i = 0; i < v.Count; i++)
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{
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float xValue = (2.0f * (((v[i].x - offset.x) + 0.5f) / p.Rect.width));
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float yValue = (2.0f * (((v[i].y - offset.y) + 0.5f) / p.Rect.height));
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v[i] = new Vector2(xValue * p.XMultiplier * Scale * flipXMultiplier, yValue * p.YMultiplier * Scale * flipYMultiplier);
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}
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Vector2[] arr = v.ToArray();
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collider.SetPath(pathIndex++, arr);
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list.Add(arr);
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}
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return list;
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}
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}
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} |