CubeClash

This commit is contained in:
Ali Sharoz 2025-09-01 05:03:00 +05:00
parent 11c298dbf5
commit 6a58849922
168 changed files with 17848 additions and 6 deletions

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20
Assets/CubeClash_Water.cs Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CubeClash_Water : MonoBehaviour
{
private void OnTriggerEnter(Collider other)
{
if(other.GetComponent<CubeClash_ZibuController>() != null)
{
StartCoroutine(Destroyer(other.gameObject));
}
}
IEnumerator Destroyer(GameObject obj)
{
yield return new WaitForSeconds(1);
Debug.Log("Destroying: "+obj.name);
Destroy(obj);
}
}

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using UnityEngine;
public class CubeClash_ArenaManager : MonoBehaviour
{
[Header("Arena Settings")]
public Transform arenaCube;
public float shrinkRate = 0.01f; // per second
public float minSize = 2f;
void Update()
{
if (arenaCube.localScale.x > minSize)
{
arenaCube.localScale -= Vector3.one * shrinkRate * Time.deltaTime;
}
}
}

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using UnityEngine;
using System.Collections;
public class CubeClash_BirdSwoop : MonoBehaviour
{
public float carryHeight = 5f;
public float carryDuration = 2f;
private bool carrying = false;
private void OnTriggerEnter(Collider other)
{
if (!carrying && other.CompareTag("Zibu"))
{
StartCoroutine(CarryRoutine(other.attachedRigidbody));
}
}
IEnumerator CarryRoutine(Rigidbody rb)
{
carrying = true;
Vector3 targetPos = rb.position + Vector3.up * carryHeight;
float t = 0f;
while (t < carryDuration)
{
rb.MovePosition(Vector3.Lerp(rb.position, targetPos, t / carryDuration));
t += Time.deltaTime;
yield return null;
}
carrying = false;
}
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using UnityEngine;
using System.Collections;
public class CubeClash_Blueberry : MonoBehaviour
{
public float buffDuration = 5f;
public float distanceBoost = 1.5f; // increase dash distance
public float speedBoost = 1.5f; // increase dash speed
public float cooldownReduction = 0.5f;
private void OnTriggerEnter(Collider other)
{
CubeClash_ZibuController zibu = other.GetComponent<CubeClash_ZibuController>();
if (zibu)
{
StartCoroutine(ApplyBuff(zibu));
Destroy(gameObject);
}
}
private IEnumerator ApplyBuff(CubeClash_ZibuController zibu)
{
// Apply buffs
zibu.bumpDistance *= distanceBoost;
zibu.bumpSpeed *= speedBoost;
zibu.cooldown *= cooldownReduction;
yield return new WaitForSeconds(buffDuration);
// Revert buffs
zibu.bumpDistance /= distanceBoost;
zibu.bumpSpeed /= speedBoost;
zibu.cooldown /= cooldownReduction;
}
}

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using UnityEngine;
public class CubeClash_Butterfly : MonoBehaviour
{
public Transform followTarget;
public float followSpeed = 2f;
public float hoverHeight = 1.5f;
public float lifeTime = 5f;
void Start()
{
Destroy(gameObject, lifeTime);
}
void Update()
{
if (followTarget)
{
Vector3 targetPos = followTarget.position + Vector3.up * hoverHeight;
transform.position = Vector3.Lerp(transform.position, targetPos, followSpeed * Time.deltaTime);
}
}
private void OnTriggerEnter(Collider other)
{
if (other.CompareTag("Zibu"))
{
followTarget = other.transform;
}
}
}

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using UnityEngine;
public class CubeClash_CubeLid : MonoBehaviour
{
public float launchForce = 20f;
public float activeInterval = 8f;
private float timer;
void Update()
{
timer += Time.deltaTime;
if (timer >= activeInterval)
{
timer = 0f;
ActivateLid();
}
}
void ActivateLid()
{
Collider[] cols = Physics.OverlapBox(transform.position, transform.localScale * 0.5f);
foreach (Collider col in cols)
{
if (col.CompareTag("Zibu") && col.attachedRigidbody != null)
{
col.attachedRigidbody.AddForce(Vector3.up * launchForce, ForceMode.Impulse);
}
}
}
}

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using UnityEngine;
public class CubeClash_HazardManager : MonoBehaviour
{
[Header("Hazards")]
public GameObject windGustPrefab;
public GameObject birdPrefab;
public GameObject butterflyPrefab;
public GameObject cubeLidPrefab;
public GameObject shockZonePrefab;
[Header("Items")]
public GameObject blueberryPrefab;
public GameObject timeBombPrefab;
[Header("Timing")]
public float hazardInterval = 5f;
public float itemInterval = 8f;
private float hazardTimer;
private float itemTimer;
void Update()
{
hazardTimer += Time.deltaTime;
itemTimer += Time.deltaTime;
if (hazardTimer >= hazardInterval)
{
SpawnHazard();
hazardTimer = 0f;
}
if (itemTimer >= itemInterval)
{
SpawnItem();
itemTimer = 0f;
}
}
void SpawnHazard()
{
int roll = Random.Range(0, 4);
switch (roll)
{
case 0: Instantiate(windGustPrefab, GetRandomPos(), Quaternion.identity); break;
case 1: Instantiate(birdPrefab, GetRandomPos(), Quaternion.identity); break;
case 2: Instantiate(butterflyPrefab, GetRandomPos(), Quaternion.identity); break;
case 3: Instantiate(shockZonePrefab, GetRandomPos(), Quaternion.identity); break;
}
}
void SpawnItem()
{
int roll = Random.Range(0, 2);
switch (roll)
{
case 0: Instantiate(blueberryPrefab, GetRandomPos(), Quaternion.identity); break;
case 1: Instantiate(timeBombPrefab, GetRandomPos(), Quaternion.identity); break;
}
}
Vector3 GetRandomPos()
{
return new Vector3(Random.Range(-3f, 3f), 1f, Random.Range(-3f, 3f));
}
}

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using UnityEngine;
public class CubeClash_ShockZone : MonoBehaviour
{
public float chargeTime = 2f;
public float activeTime = 2f;
private float timer;
private bool active = false;
void Update()
{
timer += Time.deltaTime;
if (!active && timer >= chargeTime)
{
active = true;
timer = 0f;
}
else if (active && timer >= activeTime)
{
active = false;
timer = 0f;
}
}
private void OnTriggerStay(Collider other)
{
if (active && other.CompareTag("Zibu"))
{
Destroy(other.gameObject);
}
}
}

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using UnityEngine;
using System.Collections;
public class CubeClash_TimeBomb : MonoBehaviour
{
public float countdown = 3f;
public float radius = 3f;
void Start()
{
StartCoroutine(ExplodeRoutine());
}
IEnumerator ExplodeRoutine()
{
yield return new WaitForSeconds(countdown);
Collider[] cols = Physics.OverlapSphere(transform.position, radius);
foreach (Collider col in cols)
{
if (col.CompareTag("Zibu"))
{
Destroy(col.gameObject);
}
}
Destroy(gameObject);
}
}

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using UnityEngine;
public class CubeClash_VictoryManager : MonoBehaviour
{
public GameObject winScreen;
public static CubeClash_VictoryManager Instance;
private void Awake()
{
Instance = this;
}
void Update()
{
CubeClash_ZibuController[] zibus = FindObjectsOfType<CubeClash_ZibuController>();
if (zibus.Length == 1)
{
DeclareWinner(zibus[0].gameObject);
}
}
void DeclareWinner(GameObject winner)
{
if (winScreen) winScreen.SetActive(true);
Debug.Log("Winner: " + winner.name);
enabled = false;
}
}

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using UnityEngine;
public class CubeClash_WindGust : MonoBehaviour
{
public float force = 15f;
public float lifeTime = 3f;
void Start()
{
Destroy(gameObject, lifeTime);
}
private void OnTriggerEnter(Collider other)
{
if (other.attachedRigidbody != null && other.CompareTag("Zibu"))
{
Vector3 dir = new Vector3(Random.Range(-1f,1f), 0, Random.Range(-1f,1f)).normalized;
other.attachedRigidbody.AddForce(dir * force, ForceMode.Impulse);
}
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(CubeClash_ZibuController))]
public class CubeClash_ZibuAI : MonoBehaviour
{
[Header("AI Settings")]
public float moveSpeed = 3f;
public float decisionInterval = 2f;
public float bumpRange = 2.5f;
public float roamRadius = 5f;
[Header("Arena Bounds")]
public Transform arenaCube;
private Bounds arenaBounds;
private CubeClash_ZibuController zibuController;
private Rigidbody rb;
private CubeClash_ZibuController target;
private Vector3 roamTarget;
private float decisionTimer;
private bool isBumpCooling = false;
private CubeClash_ZibuController lastTarget;
void Awake()
{
zibuController = GetComponent<CubeClash_ZibuController>();
rb = GetComponent<Rigidbody>();
zibuController.isPlayerControlled = false;
if (arenaCube != null)
{
arenaBounds = new Bounds(arenaCube.position, arenaCube.localScale);
}
PickRoamTarget();
}
void Update()
{
decisionTimer += Time.deltaTime;
if (decisionTimer >= decisionInterval)
{
decisionTimer = 0f;
PickTargetOrRoam();
}
if (target != null)
{
// move generally towards target, but still bump direction is forward
MoveTowards(target.transform.position);
TryBumpTarget();
}
else
{
MoveTowards(roamTarget);
if (Vector3.Distance(transform.position, roamTarget) < 1f)
{
PickRoamTarget();
}
}
}
void PickTargetOrRoam()
{
List<CubeClash_ZibuController> allZibus = CubeClash_ZibuController.AllZibus;
if (allZibus.Count > 1)
{
List<CubeClash_ZibuController> candidates = new List<CubeClash_ZibuController>();
foreach (var z in allZibus)
{
if (z != zibuController && z != lastTarget)
candidates.Add(z);
}
if (candidates.Count > 0)
{
int index = Random.Range(0, candidates.Count);
target = candidates[index];
return;
}
}
target = null;
PickRoamTarget();
}
void MoveTowards(Vector3 destination)
{
Vector3 dir = (destination - transform.position).normalized;
Vector3 move = new Vector3(dir.x, 0, dir.z) * moveSpeed;
rb.velocity = new Vector3(move.x, rb.velocity.y, move.z);
if (dir.magnitude > 0.1f)
{
// flatten direction on Y axis
dir.y = 0;
// smooth rotate only around Y
Quaternion targetRot = Quaternion.LookRotation(dir, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * 5f);
}
}
void PickRoamTarget()
{
Vector3 randomOffset = new Vector3(Random.Range(-roamRadius, roamRadius), 0, Random.Range(-roamRadius, roamRadius));
roamTarget = transform.position + randomOffset;
if (arenaCube != null)
{
arenaBounds = new Bounds(arenaCube.position, arenaCube.localScale);
roamTarget.x = Mathf.Clamp(roamTarget.x, arenaBounds.min.x + 1f, arenaBounds.max.x - 1f);
roamTarget.z = Mathf.Clamp(roamTarget.z, arenaBounds.min.z + 1f, arenaBounds.max.z - 1f);
roamTarget.y = transform.position.y;
}
}
void TryBumpTarget()
{
if (isBumpCooling || target == null) return;
float dist = Vector3.Distance(transform.position, target.transform.position);
if (dist <= bumpRange)
{
Vector3 toTarget = (target.transform.position - transform.position).normalized;
float dot = Vector3.Dot(transform.forward, toTarget);
if (dot > 0.7f)
{
StartCoroutine(BumpWithDelay());
}
}
}
IEnumerator BumpWithDelay()
{
isBumpCooling = true;
yield return new WaitForSeconds(Random.Range(0.1f, 0.4f));
zibuController.PerformBump(transform.forward);
// after bump: forget target & roam somewhere else
lastTarget = target;
target = null;
PickRoamTarget();
yield return new WaitForSeconds(Random.Range(1f, 2f));
isBumpCooling = false;
}
}

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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[RequireComponent(typeof(Rigidbody))]
public class CubeClash_ZibuController : MonoBehaviour
{
public static List<CubeClash_ZibuController> AllZibus = new List<CubeClash_ZibuController>();
[Header("Control")]
public bool isPlayerControlled = true;
[Header("Movement Settings")]
public float moveSpeed = 5f;
public Joystick joystick;
[Header("Bump Settings")]
public float bumpDistance = 3f;
public float bumpSpeed = 20f;
public float returnSpeed = 10f;
public float cooldown = 2f;
public float knockbackForce = 15f;
[Header("Animation")]
public Animator animator; // assign in Inspector
private Rigidbody rb;
private bool canBump = true;
[HideInInspector] public bool isBumping = false;
void OnEnable()
{
if (!AllZibus.Contains(this))
AllZibus.Add(this);
}
void OnDisable()
{
AllZibus.Remove(this);
}
void Awake()
{
rb = GetComponent<Rigidbody>();
if (animator == null) animator = GetComponentInChildren<Animator>();
}
void Update()
{
if (isPlayerControlled && !isBumping)
{
HandleMovement();
}
UpdateAnimations();
}
private void HandleMovement()
{
if (joystick != null)
{
Vector3 move = new Vector3(joystick.Horizontal, 0, joystick.Vertical);
if (move.magnitude > 0.1f)
{
Vector3 targetVelocity = move.normalized * moveSpeed;
rb.velocity = new Vector3(targetVelocity.x, rb.velocity.y, targetVelocity.z);
// face only in Y-axis
Quaternion targetRot = Quaternion.LookRotation(new Vector3(move.x, 0, move.z));
transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * 10f);
}
else
{
rb.velocity = new Vector3(0, rb.velocity.y, 0);
}
}
}
private void UpdateAnimations()
{
if (animator != null)
{
// Use velocity magnitude (XZ only) to set "Speed"
Vector3 horizontalVel = new Vector3(rb.velocity.x, 0, rb.velocity.z);
float speed = horizontalVel.magnitude;
animator.SetFloat("Speed", speed);
}
}
public void PerformBump()
{
if (!canBump || isBumping) return;
StartCoroutine(BumpRoutine(transform.forward));
}
public void PerformBump(Vector3 direction)
{
if (!canBump || isBumping) return;
StartCoroutine(BumpRoutine(direction));
}
private IEnumerator BumpRoutine(Vector3 direction)
{
canBump = false;
isBumping = true;
Vector3 startPos = transform.position;
Vector3 targetPos = startPos + direction.normalized * bumpDistance;
float t = 0f;
while (t < 1f)
{
t += Time.deltaTime * bumpSpeed;
rb.MovePosition(Vector3.Lerp(startPos, targetPos, t));
yield return null;
}
t = 0f;
while (t < 1f)
{
t += Time.deltaTime * returnSpeed;
rb.MovePosition(Vector3.Lerp(targetPos, startPos, t));
yield return null;
}
isBumping = false;
yield return new WaitForSeconds(cooldown);
canBump = true;
}
private void OnCollisionEnter(Collision collision)
{
CubeClash_ZibuController other = collision.gameObject.GetComponent<CubeClash_ZibuController>();
if (other != null)
{
if (isBumping && other.isBumping) return;
if (isBumping && !other.isBumping && other.rb != null)
{
Vector3 pushDir = transform.forward.normalized;
other.rb.AddForce(pushDir * knockbackForce, ForceMode.Impulse);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace ToonSketch.Water.Demo
{
public class DemoCamera : MonoBehaviour
{
public Transform target;
public Vector3 offset = new Vector3(0f, 0f, 1f);
[Range(0f, 1f)]
public float startZoom = 0.5f;
public float zoomMin = 0.8f;
public float zoomMax = 1.5f;
public float lookMax = 35f;
public float cameraSpeed = 5f;
public float lookSpeed = 10f;
public float orbitSpeed = 15f;
public bool autoOrbit = true;
[HideInInspector]
public float zoom = 0f;
[HideInInspector]
public float orbit = 0f;
[HideInInspector]
public float look = 0f;
private Vector3 targetPosition = Vector3.zero;
private void Start()
{
// Set our initial target position and snap to it, also set zoom/orbit/look to defaults
SetZoom(startZoom);
SetOrbit(0f);
SetLook(0f);
UpdateTargetPosition();
SnapPosition();
}
public void SetZoom(float zoom)
{
this.zoom = Mathf.Clamp01(zoom);
}
public void SetOrbit(float orbit)
{
this.orbit = orbit;
}
public void SetLook(float look)
{
this.look = Mathf.Clamp(look, -lookMax, lookMax);
}
private bool UpdateTargetPosition()
{
// If we don't have a target then return false
if (target == null)
return false;
// Otherwise our base target position is our target's position
targetPosition = target.position;
// Then we need to work out our offset and zoom
targetPosition += Quaternion.Euler(look, orbit, 0f) * new Vector3(offset.x, Mathf.Lerp(0f, offset.y, zoom), offset.z * (Mathf.Lerp(zoomMin, zoomMax, zoom)));
// Since we updated target position then return true
return true;
}
private void SnapPosition()
{
// Set our position to the target instantly and update lookat target if we have one
transform.position = targetPosition;
if (target != null)
transform.LookAt(target);
}
private void LateUpdate()
{
// Grab our inputs and set values
float zoomInput = Input.GetAxis("Mouse ScrollWheel");
Vector2 moveInput = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));
// Update look
if (autoOrbit)
SetLook(0f);
else
SetLook(look + (moveInput.y * lookSpeed));
// Update orbit
if (autoOrbit)
SetOrbit(orbit + (Time.deltaTime * orbitSpeed));
else
SetOrbit(orbit + (moveInput.x * orbitSpeed));
// Update zoom
SetZoom(zoom - zoomInput);
// Update our target position and handle moving the camera if we need to
if (UpdateTargetPosition())
{
// Update our position based on target
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * cameraSpeed);
if (target != null)
transform.LookAt(target);
}
}
}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace ToonSketch.Water.Demo
{
public class DemoOrbit : MonoBehaviour
{
public Transform target;
public Vector3 offset = new Vector3(0f, 0f, 1f);
public float moveSpeed = 5f;
public float orbitSpeed = 15f;
[HideInInspector]
public float orbit = 0f;
public bool orbiting = false;
private Vector3 targetPosition = Vector3.zero;
private void Start()
{
SetOrbit(0f);
UpdateTargetPosition();
SnapPosition();
}
public void SetOrbit(float orbit)
{
this.orbit = orbit;
}
private bool UpdateTargetPosition()
{
// If we don't have a target then return false
if (target == null)
return false;
// Otherwise our base target position is our target's position
targetPosition = target.position;
// Then we need to work out our offset
targetPosition += Quaternion.Euler(0f, orbit, 0f) * offset;
// Since we updated target position then return true
return true;
}
private void SnapPosition()
{
// Set our position to the target instantly and update lookat target if we have one
transform.position = targetPosition;
if (target != null)
transform.LookAt(target);
}
private void LateUpdate()
{
// Update orbit
if (orbiting)
SetOrbit(orbit + (Time.deltaTime * orbitSpeed));
// Update our target position and handle moving the transform if we need to
if (UpdateTargetPosition())
{
// Update our position based on target
transform.position = Vector3.Lerp(transform.position, targetPosition, Time.deltaTime * moveSpeed);
if (target != null)
transform.LookAt(target);
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}
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace ToonSketch.Water.Demo
{
public class DemoSystem : MonoBehaviour
{
public DemoCamera mainCam;
public Light directionalLight;
public DemoOrbit[] spotLights;
public Light pointLight;
public bool hideGUI = false;
private bool directionalLightOn;
private bool spotLightsOn;
private bool spotLightsOrbit;
private bool pointLightOn;
private void Awake()
{
SetOrbitCam();
SetDirectionalLight(true);
SetSpotLights(true);
SetSpotLightsOrbit(true);
SetPointLight(false);
}
private void SetOrbitCam()
{
mainCam.gameObject.SetActive(true);
mainCam.orbitSpeed = 20f;
mainCam.autoOrbit = true;
}
private void SetStaticCam()
{
mainCam.gameObject.SetActive(true);
mainCam.orbitSpeed = 0f;
mainCam.autoOrbit = true;
}
private void SetFreeCam()
{
mainCam.gameObject.SetActive(true);
mainCam.orbitSpeed = 20f;
mainCam.autoOrbit = false;
}
private void SetDirectionalLight(bool value)
{
directionalLightOn = value;
directionalLight.gameObject.SetActive(directionalLightOn);
}
private void SetSpotLights(bool value)
{
spotLightsOn = value;
foreach (DemoOrbit light in spotLights)
light.gameObject.SetActive(spotLightsOn);
}
private void SetSpotLightsOrbit(bool value)
{
spotLightsOrbit = value;
foreach (DemoOrbit light in spotLights)
light.orbiting = spotLightsOrbit;
}
private void SetPointLight(bool value)
{
pointLightOn = value;
pointLight.gameObject.SetActive(pointLightOn);
}
private void OnGUI()
{
if (hideGUI)
return;
int width = 200;
int x = 10;
int y = 10;
// Cameras
GUI.Box(new Rect(x, y, width, 100), "Camera");
x += 10;
y += 30;
if (GUI.Button(new Rect(x, y, width - 20, 20), "Orbit Cam"))
{
SetOrbitCam();
}
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}
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{
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}
y += 20;
if (GUI.Button(new Rect(x, y, width - 20, 20), "Toggle Point Light"))
{
SetPointLight(!pointLightOn);
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ToonSketch
by Ikonoclast.❤ ( http://ikonoclast.love/ )
::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::
ToonSketch is a set of non-photorealistic rendering (NPR) asset packs for use in creating graphical styles
inspired by animation, comics, and other artistic mediums.
Documentation::
Documentation for the modules installed can be found under "ToonSketch/Documentation"
Demo::
There are demo assets for each module installed under "ToonSketch/Demo" and scenes which can be used as examples of how to use the effects.
There are also a number of textures included with each module either in the "Textures" folder of either the module or the "Shared" folder such as ramp textures, etc.
Thanks for purchasing ToonSketch~! ❤

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using System;
using System.Reflection;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace ToonSketch.Shared
{
public class EditorParams
{
public const string module = "Basic";
public const string version = "2.0";
public enum BlendMode
{
Opaque,
Cutout,
Fade,
Transparent
}
public enum CullMode
{
Off,
Front,
Back
}
public enum StyleMode
{
Soft,
Hard
}
public static class Styles
{
public static GUIContent blendModeText = new GUIContent("Blend Mode", "Blending mode to use");
public static GUIContent cullModeText = new GUIContent("Cull Mode", "Culling mode to use");
public static GUIContent styleModeText = new GUIContent("Diffuse Style", "Diffuse lighting type to use");
public static GUIContent albedoText = new GUIContent("Albedo", "Albedo (RGB) and Transparency (A)");
public static GUIContent alphaCutoffText = new GUIContent("Alpha Cutoff", "Threshold for alpha cutoff");
public static GUIContent rampTextureEnableText = new GUIContent("Ramp Texture?", "Enable custom ramp texture?");
public static GUIContent rampTextureText = new GUIContent("Ramp", "Ramp (RGB)");
public static GUIContent rampThresholdText = new GUIContent("Ramp Threshold", "Ramp threshold");
public static GUIContent rampCutoffText = new GUIContent("Ramp Cutoff", "Ramp cutoff");
public static GUIContent bumpEnableText = new GUIContent("Bump Mapping?", "Enable bump mapping?");
public static GUIContent bumpTextureText = new GUIContent("Bump Texture", "Bump Map (Normal)");
public static GUIContent specularEnableText = new GUIContent("Enable Specular Highlights?", "Enable specular highlights?");
public static GUIContent specularColorText = new GUIContent("Specular Color", "Specular Color (RGB) and Smoothness (A)");
public static GUIContent specularTypeText = new GUIContent("Specular Type", "Specular type");
public static GUIContent smoothnessTypeText = new GUIContent("Smoothness Channel", "Smoothness channel");
public static GUIContent smoothnessText = new GUIContent("Smoothness", "Smoothness amount");
public static GUIContent glossyReflectionsText = new GUIContent("Glossy Reflections?", "Enable glossy reflections?");
public static GUIContent specularThresholdText = new GUIContent("Specular Threshold", "Specular threshold");
public static GUIContent specularCutoffText = new GUIContent("Specular Cutoff", "Specular cutoff");
public static GUIContent specularIntensityText = new GUIContent("Specular Intensity", "Specular intensity");
public static GUIContent rimEnableText = new GUIContent("Enable Rim Lighting?", "Enable rim lighting?");
public static GUIContent rimColorText = new GUIContent("Rim Color", "Rim Color (RGB)");
public static GUIContent rimTypeText = new GUIContent("Rim Type", "Rim type");
public static GUIContent rimColoringText = new GUIContent("Rim Uses Material Color?", "Rim uses material color?");
public static GUIContent rimCutoffText = new GUIContent("Rim Cutoff", "Rim cutoff");
public static GUIContent rimIntensityText = new GUIContent("Rim Intensity", "Rim intensity");
public static GUIContent ignoreIndirectText = new GUIContent("Ignore Indirect Lighting?", "Ignore indirect lighting?");
public static GUIContent outlineColorText = new GUIContent("Outline Color", "Outline Color (RGB)");
public static GUIContent outlineWidthText = new GUIContent("Outline Width", "Outline width");
public static GUIContent outlineSaturationText = new GUIContent("Outline Saturation", "Outline saturation");
public static GUIContent outlineBrightnessText = new GUIContent("Outline Brightness", "Outline brightness");
public static GUIContent outlineAngleText = new GUIContent("Outline Angle Cutoff", "Outline angle cutoff");
}
public class Properties
{
public MaterialProperty styleMode = null;
public MaterialProperty blendMode = null;
public MaterialProperty cullMode = null;
public MaterialProperty albedoTexture = null;
public MaterialProperty albedoColor = null;
public MaterialProperty alphaCutoff = null;
public MaterialProperty rampTextureEnable = null;
public MaterialProperty rampTexture = null;
public MaterialProperty rampThreshold = null;
public MaterialProperty rampCutoff = null;
public MaterialProperty bumpEnable = null;
public MaterialProperty bumpTexture = null;
public MaterialProperty bumpStrength = null;
public MaterialProperty specularEnable = null;
public MaterialProperty specularTexture = null;
public MaterialProperty specularColor = null;
public MaterialProperty specularType = null;
public MaterialProperty smoothnessType = null;
public MaterialProperty smoothness = null;
public MaterialProperty glossyReflections = null;
public MaterialProperty specularThreshold = null;
public MaterialProperty specularCutoff = null;
public MaterialProperty specularIntensity = null;
public MaterialProperty rimEnable = null;
public MaterialProperty rimColor = null;
public MaterialProperty rimType = null;
public MaterialProperty rimColoring = null;
public MaterialProperty rimMin = null;
public MaterialProperty rimMax = null;
public MaterialProperty rimIntensity = null;
public MaterialProperty ignoreIndirect = null;
public MaterialProperty outlineColor = null;
public MaterialProperty outlineWidth = null;
public MaterialProperty outlineSaturation = null;
public MaterialProperty outlineBrightness = null;
public MaterialProperty outlineAngle = null;
}
}
}

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