Add initial game systems and input handling for player interactions

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2025-12-09 22:20:38 +01:00
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//------------------------------------------------------------------------------
// <auto-generated>
// This code was auto-generated by com.unity.inputsystem:InputActionCodeGenerator
// version 1.16.0
// from Assets/Input/Actions.inputactions
//
// Changes to this file may cause incorrect behavior and will be lost if
// the code is regenerated.
// </auto-generated>
//------------------------------------------------------------------------------
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Utilities;
/// <summary>
/// Provides programmatic access to <see cref="InputActionAsset" />, <see cref="InputActionMap" />, <see cref="InputAction" /> and <see cref="InputControlScheme" /> instances defined in asset "Assets/Input/Actions.inputactions".
/// </summary>
/// <remarks>
/// This class is source generated and any manual edits will be discarded if the associated asset is reimported or modified.
/// </remarks>
/// <example>
/// <code>
/// using namespace UnityEngine;
/// using UnityEngine.InputSystem;
///
/// // Example of using an InputActionMap named "Player" from a UnityEngine.MonoBehaviour implementing callback interface.
/// public class Example : MonoBehaviour, MyActions.IPlayerActions
/// {
/// private MyActions_Actions m_Actions; // Source code representation of asset.
/// private MyActions_Actions.PlayerActions m_Player; // Source code representation of action map.
///
/// void Awake()
/// {
/// m_Actions = new MyActions_Actions(); // Create asset object.
/// m_Player = m_Actions.Player; // Extract action map object.
/// m_Player.AddCallbacks(this); // Register callback interface IPlayerActions.
/// }
///
/// void OnDestroy()
/// {
/// m_Actions.Dispose(); // Destroy asset object.
/// }
///
/// void OnEnable()
/// {
/// m_Player.Enable(); // Enable all actions within map.
/// }
///
/// void OnDisable()
/// {
/// m_Player.Disable(); // Disable all actions within map.
/// }
///
/// #region Interface implementation of MyActions.IPlayerActions
///
/// // Invoked when "Move" action is either started, performed or canceled.
/// public void OnMove(InputAction.CallbackContext context)
/// {
/// Debug.Log($"OnMove: {context.ReadValue&lt;Vector2&gt;()}");
/// }
///
/// // Invoked when "Attack" action is either started, performed or canceled.
/// public void OnAttack(InputAction.CallbackContext context)
/// {
/// Debug.Log($"OnAttack: {context.ReadValue&lt;float&gt;()}");
/// }
///
/// #endregion
/// }
/// </code>
/// </example>
public partial class @Actions: IInputActionCollection2, IDisposable
{
/// <summary>
/// Provides access to the underlying asset instance.
/// </summary>
public InputActionAsset asset { get; }
/// <summary>
/// Constructs a new instance.
/// </summary>
public @Actions()
{
asset = InputActionAsset.FromJson(@"{
""version"": 1,
""name"": ""Actions"",
""maps"": [
{
""name"": ""Player"",
""id"": ""e63ff162-f2fb-4ae2-8598-b2fe0b1940ff"",
""actions"": [
{
""name"": ""Interact"",
""type"": ""Button"",
""id"": ""87e994eb-6bff-4fdf-8abb-c4293f5b558b"",
""expectedControlType"": """",
""processors"": """",
""interactions"": """",
""initialStateCheck"": false
},
{
""name"": ""Move"",
""type"": ""Value"",
""id"": ""c912c2eb-ab6c-4bf8-9c72-bd78c7247459"",
""expectedControlType"": ""Vector2"",
""processors"": """",
""interactions"": """",
""initialStateCheck"": true
}
],
""bindings"": [
{
""name"": """",
""id"": ""8fd9633c-ac08-4bd4-a89f-5b1f09d3fcfe"",
""path"": ""<Keyboard>/enter"",
""interactions"": """",
""processors"": """",
""groups"": "";P2"",
""action"": ""Interact"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""d1422cac-1c08-402e-beb1-a86cea1dd31f"",
""path"": ""<Keyboard>/space"",
""interactions"": """",
""processors"": """",
""groups"": "";P1"",
""action"": ""Interact"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": """",
""id"": ""e34f4911-6490-4785-84ae-72e6754c20c6"",
""path"": ""<Gamepad>/buttonSouth"",
""interactions"": """",
""processors"": """",
""groups"": "";P2;P1"",
""action"": ""Interact"",
""isComposite"": false,
""isPartOfComposite"": false
},
{
""name"": ""WASD"",
""id"": ""384dc677-bfda-40f8-99be-7013e576bb05"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""left"",
""id"": ""f09171ae-bb19-41d9-b802-ebd134244d88"",
""path"": ""<Keyboard>/a"",
""interactions"": """",
""processors"": """",
""groups"": "";P2"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""88513c48-f717-4728-a952-e0a2630500c6"",
""path"": ""<Keyboard>/d"",
""interactions"": """",
""processors"": """",
""groups"": "";P2"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""Arrows"",
""id"": ""f87a8245-335f-4dc6-b2ba-298d893c65e4"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""left"",
""id"": ""84476540-18cb-44f7-bfaf-57b9e2dfb4cd"",
""path"": ""<Keyboard>/leftArrow"",
""interactions"": """",
""processors"": """",
""groups"": "";P1"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""b5be478b-8624-4c4b-b3ca-5bd2d8d94427"",
""path"": ""<Keyboard>/rightArrow"",
""interactions"": """",
""processors"": """",
""groups"": "";P1"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""Gamepad"",
""id"": ""079e31e4-2f12-4861-82eb-4e9789f06835"",
""path"": ""2DVector"",
""interactions"": """",
""processors"": """",
""groups"": """",
""action"": ""Move"",
""isComposite"": true,
""isPartOfComposite"": false
},
{
""name"": ""left"",
""id"": ""6b6f8053-50a2-440e-8132-9edb60a993a5"",
""path"": ""<Gamepad>/leftStick/left"",
""interactions"": """",
""processors"": """",
""groups"": "";P2;P1"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
},
{
""name"": ""right"",
""id"": ""45e4d1f3-1be1-44ea-8781-84ce968815bb"",
""path"": ""<Gamepad>/leftStick/right"",
""interactions"": """",
""processors"": """",
""groups"": "";P2;P1"",
""action"": ""Move"",
""isComposite"": false,
""isPartOfComposite"": true
}
]
}
],
""controlSchemes"": [
{
""name"": ""P1"",
""bindingGroup"": ""P1"",
""devices"": [
{
""devicePath"": ""<Gamepad>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Keyboard>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Touchscreen>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<XRController>"",
""isOptional"": false,
""isOR"": false
}
]
},
{
""name"": ""P2"",
""bindingGroup"": ""P2"",
""devices"": [
{
""devicePath"": ""<Gamepad>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Keyboard>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<Touchscreen>"",
""isOptional"": false,
""isOR"": false
},
{
""devicePath"": ""<XRController>"",
""isOptional"": false,
""isOR"": false
}
]
}
]
}");
// Player
m_Player = asset.FindActionMap("Player", throwIfNotFound: true);
m_Player_Interact = m_Player.FindAction("Interact", throwIfNotFound: true);
m_Player_Move = m_Player.FindAction("Move", throwIfNotFound: true);
}
~@Actions()
{
UnityEngine.Debug.Assert(!m_Player.enabled, "This will cause a leak and performance issues, Actions.Player.Disable() has not been called.");
}
/// <summary>
/// Destroys this asset and all associated <see cref="InputAction"/> instances.
/// </summary>
public void Dispose()
{
UnityEngine.Object.Destroy(asset);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindingMask" />
public InputBinding? bindingMask
{
get => asset.bindingMask;
set => asset.bindingMask = value;
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.devices" />
public ReadOnlyArray<InputDevice>? devices
{
get => asset.devices;
set => asset.devices = value;
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.controlSchemes" />
public ReadOnlyArray<InputControlScheme> controlSchemes => asset.controlSchemes;
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Contains(InputAction)" />
public bool Contains(InputAction action)
{
return asset.Contains(action);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.GetEnumerator()" />
public IEnumerator<InputAction> GetEnumerator()
{
return asset.GetEnumerator();
}
/// <inheritdoc cref="IEnumerable.GetEnumerator()" />
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Enable()" />
public void Enable()
{
asset.Enable();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.Disable()" />
public void Disable()
{
asset.Disable();
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.bindings" />
public IEnumerable<InputBinding> bindings => asset.bindings;
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindAction(string, bool)" />
public InputAction FindAction(string actionNameOrId, bool throwIfNotFound = false)
{
return asset.FindAction(actionNameOrId, throwIfNotFound);
}
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionAsset.FindBinding(InputBinding, out InputAction)" />
public int FindBinding(InputBinding bindingMask, out InputAction action)
{
return asset.FindBinding(bindingMask, out action);
}
// Player
private readonly InputActionMap m_Player;
private List<IPlayerActions> m_PlayerActionsCallbackInterfaces = new List<IPlayerActions>();
private readonly InputAction m_Player_Interact;
private readonly InputAction m_Player_Move;
/// <summary>
/// Provides access to input actions defined in input action map "Player".
/// </summary>
public struct PlayerActions
{
private @Actions m_Wrapper;
/// <summary>
/// Construct a new instance of the input action map wrapper class.
/// </summary>
public PlayerActions(@Actions wrapper) { m_Wrapper = wrapper; }
/// <summary>
/// Provides access to the underlying input action "Player/Interact".
/// </summary>
public InputAction @Interact => m_Wrapper.m_Player_Interact;
/// <summary>
/// Provides access to the underlying input action "Player/Move".
/// </summary>
public InputAction @Move => m_Wrapper.m_Player_Move;
/// <summary>
/// Provides access to the underlying input action map instance.
/// </summary>
public InputActionMap Get() { return m_Wrapper.m_Player; }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Enable()" />
public void Enable() { Get().Enable(); }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.Disable()" />
public void Disable() { Get().Disable(); }
/// <inheritdoc cref="UnityEngine.InputSystem.InputActionMap.enabled" />
public bool enabled => Get().enabled;
/// <summary>
/// Implicitly converts an <see ref="PlayerActions" /> to an <see ref="InputActionMap" /> instance.
/// </summary>
public static implicit operator InputActionMap(PlayerActions set) { return set.Get(); }
/// <summary>
/// Adds <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
/// </summary>
/// <param name="instance">Callback instance.</param>
/// <remarks>
/// If <paramref name="instance" /> is <c>null</c> or <paramref name="instance"/> have already been added this method does nothing.
/// </remarks>
/// <seealso cref="PlayerActions" />
public void AddCallbacks(IPlayerActions instance)
{
if (instance == null || m_Wrapper.m_PlayerActionsCallbackInterfaces.Contains(instance)) return;
m_Wrapper.m_PlayerActionsCallbackInterfaces.Add(instance);
@Interact.started += instance.OnInteract;
@Interact.performed += instance.OnInteract;
@Interact.canceled += instance.OnInteract;
@Move.started += instance.OnMove;
@Move.performed += instance.OnMove;
@Move.canceled += instance.OnMove;
}
/// <summary>
/// Removes <see cref="InputAction.started"/>, <see cref="InputAction.performed"/> and <see cref="InputAction.canceled"/> callbacks provided via <param cref="instance" /> on all input actions contained in this map.
/// </summary>
/// <remarks>
/// Calling this method when <paramref name="instance" /> have not previously been registered has no side-effects.
/// </remarks>
/// <seealso cref="PlayerActions" />
private void UnregisterCallbacks(IPlayerActions instance)
{
@Interact.started -= instance.OnInteract;
@Interact.performed -= instance.OnInteract;
@Interact.canceled -= instance.OnInteract;
@Move.started -= instance.OnMove;
@Move.performed -= instance.OnMove;
@Move.canceled -= instance.OnMove;
}
/// <summary>
/// Unregisters <param cref="instance" /> and unregisters all input action callbacks via <see cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />.
/// </summary>
/// <seealso cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />
public void RemoveCallbacks(IPlayerActions instance)
{
if (m_Wrapper.m_PlayerActionsCallbackInterfaces.Remove(instance))
UnregisterCallbacks(instance);
}
/// <summary>
/// Replaces all existing callback instances and previously registered input action callbacks associated with them with callbacks provided via <param cref="instance" />.
/// </summary>
/// <remarks>
/// If <paramref name="instance" /> is <c>null</c>, calling this method will only unregister all existing callbacks but not register any new callbacks.
/// </remarks>
/// <seealso cref="PlayerActions.AddCallbacks(IPlayerActions)" />
/// <seealso cref="PlayerActions.RemoveCallbacks(IPlayerActions)" />
/// <seealso cref="PlayerActions.UnregisterCallbacks(IPlayerActions)" />
public void SetCallbacks(IPlayerActions instance)
{
foreach (var item in m_Wrapper.m_PlayerActionsCallbackInterfaces)
UnregisterCallbacks(item);
m_Wrapper.m_PlayerActionsCallbackInterfaces.Clear();
AddCallbacks(instance);
}
}
/// <summary>
/// Provides a new <see cref="PlayerActions" /> instance referencing this action map.
/// </summary>
public PlayerActions @Player => new PlayerActions(this);
private int m_P1SchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme P1Scheme
{
get
{
if (m_P1SchemeIndex == -1) m_P1SchemeIndex = asset.FindControlSchemeIndex("P1");
return asset.controlSchemes[m_P1SchemeIndex];
}
}
private int m_P2SchemeIndex = -1;
/// <summary>
/// Provides access to the input control scheme.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputControlScheme" />
public InputControlScheme P2Scheme
{
get
{
if (m_P2SchemeIndex == -1) m_P2SchemeIndex = asset.FindControlSchemeIndex("P2");
return asset.controlSchemes[m_P2SchemeIndex];
}
}
/// <summary>
/// Interface to implement callback methods for all input action callbacks associated with input actions defined by "Player" which allows adding and removing callbacks.
/// </summary>
/// <seealso cref="PlayerActions.AddCallbacks(IPlayerActions)" />
/// <seealso cref="PlayerActions.RemoveCallbacks(IPlayerActions)" />
public interface IPlayerActions
{
/// <summary>
/// Method invoked when associated input action "Interact" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnInteract(InputAction.CallbackContext context);
/// <summary>
/// Method invoked when associated input action "Move" is either <see cref="UnityEngine.InputSystem.InputAction.started" />, <see cref="UnityEngine.InputSystem.InputAction.performed" /> or <see cref="UnityEngine.InputSystem.InputAction.canceled" />.
/// </summary>
/// <seealso cref="UnityEngine.InputSystem.InputAction.started" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.performed" />
/// <seealso cref="UnityEngine.InputSystem.InputAction.canceled" />
void OnMove(InputAction.CallbackContext context);
}
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"groups": ";P1",
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{
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"isComposite": false,
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},
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"id": "45e4d1f3-1be1-44ea-8781-84ce968815bb",
"path": "<Gamepad>/leftStick/right",
"interactions": "",
"processors": "",
"groups": ";P2;P1",
"action": "Move",
"isComposite": false,
"isPartOfComposite": true
}
]
}
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"controlSchemes": [
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"bindingGroup": "P1",
"devices": [
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"isOptional": false,
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using UnityEngine;
namespace Abstractions
{
public interface IInputService
{
float GetHorizontalMovement();
bool IsActionPressed();
}
}

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using System;
namespace Core
{
public static class GameEvents
{
// Gameplay Events (Inputs to the systems)
public static event Action<int> PresentCaught;
public static event Action PresentDropped;
// State Changes (Outputs from the systems)
public static event Action<int> ScoreUpdated;
public static event Action<int> LivesUpdated;
public static event Action<float> TimeUpdated;
public static event Action GameOver;
// Invokers
public static void ReportPresentCaught(int value) => PresentCaught?.Invoke(value);
public static void ReportPresentDropped() => PresentDropped?.Invoke();
public static void ReportScoreUpdated(int score) => ScoreUpdated?.Invoke(score);
public static void ReportLivesUpdated(int lives) => LivesUpdated?.Invoke(lives);
public static void ReportTimeUpdated(float time) => TimeUpdated?.Invoke(time);
public static void ReportGameOver() => GameOver?.Invoke();
public static void Clear()
{
// Reset events when scene reloads to prevent memory leaks
PresentCaught = null;
PresentDropped = null;
ScoreUpdated = null;
LivesUpdated = null;
TimeUpdated = null;
GameOver = null;
}
}
}

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namespace Core
{
public enum GameMode
{
Arcade,
TimeAttack,
}
}

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fileFormatVersion: 2
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timeCreated: 1765311817

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using System;
namespace Core
{
public class GameSession
{
public GameMode GameMode { get; private set; }
public int Score { get; private set; }
public int Lives { get; private set; }
public float TimeRemaining { get; private set; }
public bool IsGameOver { get; private set; }
public int HighScore { get; private set; }
public event Action<int> OnScoreChanged;
public event Action<int> OnLivesChanged;
public event Action<float> OnTimeChanged;
public event Action OnGameOver;
private readonly int _initialTimeOrLives;
public GameSession(GameMode gameMode, int initialValue, int currentHighScore)
{
GameMode = gameMode;
Score = 0;
IsGameOver = false;
HighScore = currentHighScore;
switch (gameMode)
{
case GameMode.TimeAttack:
TimeRemaining = initialValue;
Lives = 1;
break;
case GameMode.Arcade:
Lives = initialValue;
TimeRemaining = 0;
break;
}
}
public void Tick(float deltaTime)
{
if (IsGameOver || GameMode != GameMode.TimeAttack) return;
TimeRemaining -= deltaTime;
OnTimeChanged?.Invoke(TimeRemaining);
if (TimeRemaining <= 0)
{
TimeRemaining = 0;
EndGame();
}
}
public void AddScore(int points)
{
if (IsGameOver) return;
Score += points;
OnScoreChanged?.Invoke(Score);
}
public void LoseLife()
{
if (IsGameOver) return;
if (GameMode == GameMode.Arcade)
{
Lives--;
OnLivesChanged?.Invoke(Lives);
}
else
{
TimeRemaining -= _initialTimeOrLives;
OnTimeChanged?.Invoke(TimeRemaining);
}
if (Lives <= 0)
{
Lives = 0;
EndGame();
}
}
private void EndGame()
{
IsGameOver = true;
if (Score > HighScore)
{
HighScore = Score;
}
OnGameOver?.Invoke();
}
}
}

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fileFormatVersion: 2
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using System;
namespace Core.Systems
{
public class LivesSystem : IDisposable
{
private int _currentLives;
public LivesSystem(int initialLives)
{
_currentLives = initialLives;
GameEvents.PresentDropped += OnPresentDropped;
GameEvents.ReportLivesUpdated(_currentLives);
}
private void OnPresentDropped()
{
if (_currentLives <= 0) return;
_currentLives--;
GameEvents.ReportLivesUpdated(_currentLives);
if (_currentLives <= 0)
{
GameEvents.ReportGameOver();
}
}
public void Dispose()
{
GameEvents.PresentDropped -= OnPresentDropped;
}
}
}

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fileFormatVersion: 2
guid: 694c3777489643ee843bf35f734ac060
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using System;
using Infrastructure;
namespace Core.Systems
{
public class PersistenceSystem : IDisposable
{
private readonly IPersistenceService _service;
private readonly string _saveKey;
private int _currentRunScore;
public PersistenceSystem(IPersistenceService service, string saveKey)
{
_service = service;
_saveKey = saveKey;
GameEvents.ScoreUpdated += OnScoreUpdated;
GameEvents.GameOver += OnGameOver;
}
public int GetHighScore()
{
return _service.LoadHighScore(_saveKey);
}
private void OnGameOver()
{
var existingHighScore = _service.LoadHighScore(_saveKey);
if (_currentRunScore > existingHighScore)
{
_service.SaveHighScore(_saveKey, _currentRunScore);
}
}
private void OnScoreUpdated(int newScore)
{
_currentRunScore = newScore;
}
public void Dispose()
{
GameEvents.ScoreUpdated -= OnScoreUpdated;
GameEvents.GameOver -= OnGameOver;
}
}
}

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fileFormatVersion: 2
guid: 99a4c19937ce4a97881d2796dead20d4
timeCreated: 1765313464

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using System;
namespace Core.Systems
{
public class ScoreSystem : IDisposable
{
private int _currentScore;
public ScoreSystem()
{
_currentScore = 0;
GameEvents.PresentCaught += OnPresentCaught;
}
private void OnPresentCaught(int value)
{
_currentScore += value;
GameEvents.ReportScoreUpdated(_currentScore);
}
public void Dispose()
{
GameEvents.PresentCaught -= OnPresentCaught;
}
}
}

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fileFormatVersion: 2
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using System;
namespace Core.Systems
{
public class TimeAttackSystem : IDisposable
{
private float _timeRemaining;
private readonly float _penaltyPerDrop;
public TimeAttackSystem(float initialTime, float penaltyPerDrop = 5f)
{
_timeRemaining = initialTime;
_penaltyPerDrop = penaltyPerDrop;
GameEvents.ReportTimeUpdated(_timeRemaining);
GameEvents.PresentDropped += OnPresentDropped;
}
public void Tick(float deltaTime)
{
if (_timeRemaining <= 0) return;
_timeRemaining -= deltaTime;
if (_timeRemaining <= 0)
{
_timeRemaining = 0;
GameEvents.ReportTimeUpdated(0f);
GameEvents.ReportGameOver();
}
else
{
GameEvents.ReportTimeUpdated(_timeRemaining);
}
}
private void OnPresentDropped()
{
if (_timeRemaining > 0)
{
_timeRemaining -= _penaltyPerDrop;
}
}
public void Dispose()
{
GameEvents.PresentDropped -= OnPresentDropped;
}
}
}

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namespace Infrastructure
{
public interface IPersistenceService
{
void SaveHighScore(string key, int score);
int LoadHighScore(string key);
}
}

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using System;
using Abstractions;
using UnityEngine;
namespace Infrastructure
{
public class PlayerOneInput : IInputService, IDisposable
{
private readonly Actions _input = new();
public PlayerOneInput ()
{
_input.Player.Enable();
}
public float GetHorizontalMovement()
{
return _input.Player.Move.ReadValue<Vector2>().x;
}
public bool IsActionPressed()
{
return _input.Player.Interact.triggered;
}
public void Dispose()
{
_input.Player.Disable();
_input?.Dispose();
}
}
}

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using UnityEngine;
namespace Infrastructure
{
public class PlayerPrefsPersistence : IPersistenceService
{
public void SaveHighScore(string key, int score)
{
PlayerPrefs.SetInt(key, score);
PlayerPrefs.Save();
}
public int LoadHighScore(string key)
{
return PlayerPrefs.GetInt(key, 0);
}
}
}

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using System;
using Abstractions;
namespace Infrastructure
{
public class PlayerTwoInput : IInputService, IDisposable
{
public float GetHorizontalMovement()
{
throw new System.NotImplementedException();
}
public bool IsActionPressed()
{
throw new System.NotImplementedException();
}
public void Dispose()
{
}
}
}

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using System;
using Abstractions;
using UnityEngine;
namespace Presentation
{
public class ElfController : MonoBehaviour
{
[Header("Movement")] [SerializeField] private float moveSpeed = 10f;
[Header("Cane mechanics")] [SerializeField]
private Transform canePivot;
[SerializeField] private float maxTiltAngle = 30f;
[SerializeField] private float tiltSpeed = 15f;
private IInputService _inputService;
public void Configure(IInputService inputService)
{
_inputService = inputService;
}
private void Update()
{
if (_inputService == null) return;
var move = _inputService.GetHorizontalMovement();
transform.Translate(Vector3.right * (move * moveSpeed * Time.deltaTime));
HandleCaneRotation(move);
}
private void HandleCaneRotation(float inputDirection)
{
var targetAngle = 0f;
if (inputDirection > 0.1f)
{
targetAngle = -maxTiltAngle;
}
else if (inputDirection < -0.1f)
{
targetAngle = maxTiltAngle;
}
else
{
targetAngle = 0f;
}
var targetRotation = Quaternion.Euler(0f, 0f, targetAngle);
canePivot.localRotation = Quaternion.Lerp(
canePivot.localRotation,
targetRotation,
Time.deltaTime * tiltSpeed
);
}
}
}

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using System;
using Abstractions;
using Core;
using Core.Systems;
using Infrastructure;
using UnityEngine;
namespace Presentation
{
public class GameBootstrap : MonoBehaviour
{
private ScoreSystem _scoreSystem;
private LivesSystem _livesSystem;
private TimeAttackSystem _timeAttackSystem;
private PersistenceSystem _persistenceSystem;
private IDisposable _p1Input;
private IDisposable _p2Input;
[Header("Game Settings")]
[SerializeField] private int startValue= 3;
[SerializeField] private bool twoPlayerMode = false;
[SerializeField] private GameMode mode = GameMode.Arcade;
[Header("References")]
[SerializeField] private ElfController elfPrefab;
[SerializeField] private Transform spawnP1;
[SerializeField] private Transform spawnP2;
[SerializeField] private PresentSpawner spawner;
private void Start()
{
_scoreSystem = new ScoreSystem();
_livesSystem = new LivesSystem(startValue);
var saveKey = mode == GameMode.Arcade ? "HS_Arcade" : "HS_TimeAttack";
_persistenceSystem = new PersistenceSystem(new PlayerPrefsPersistence(), saveKey);
switch (mode)
{
case GameMode.Arcade:
_livesSystem = new LivesSystem(startValue);
break;
case GameMode.TimeAttack:
_timeAttackSystem = new TimeAttackSystem(startValue);
break;
}
_p1Input = new PlayerOneInput();
_p2Input = new PlayerTwoInput();
SpawnElf(_p1Input as IInputService, spawnP1.position, Color.white);
if (twoPlayerMode)
{
SpawnElf(_p2Input as IInputService, spawnP2.position, Color.green);
}
spawner.StartSpawning();
}
private void Update()
{
if (mode == GameMode.TimeAttack && _timeAttackSystem != null)
{
_timeAttackSystem.Tick(Time.deltaTime);
}
}
private void SpawnElf(IInputService input, Vector3 position, Color tint)
{
var elf = Instantiate(elfPrefab, position, Quaternion.identity);
elf.Configure(input);
elf.GetComponentInChildren<SpriteRenderer>().color = tint;
}
private void OnDestroy()
{
_scoreSystem?.Dispose();
_livesSystem?.Dispose();
_timeAttackSystem?.Dispose();
_persistenceSystem?.Dispose();
_p1Input?.Dispose();
_p2Input?.Dispose();
}
}
}

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using Core;
using TMPro;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Presentation
{
public class GameHud : MonoBehaviour
{
[Header("Text References")]
[SerializeField] private TextMeshProUGUI scoreText;
[SerializeField] private TextMeshProUGUI livesOrTimeText;
[SerializeField] private TextMeshProUGUI highScoreText;
[Header("Panels")]
[SerializeField] private GameObject gameOverPanel;
private void Awake()
{
if (gameOverPanel) gameOverPanel.SetActive(false);
}
private void OnEnable()
{
GameEvents.ScoreUpdated += UpdateScore;
GameEvents.LivesUpdated += UpdateLives;
GameEvents.TimeUpdated += UpdateTime;
GameEvents.GameOver += ShowGameOver;
}
private void OnDisable()
{
GameEvents.ScoreUpdated -= UpdateScore;
GameEvents.LivesUpdated -= UpdateLives;
GameEvents.TimeUpdated -= UpdateTime;
GameEvents.GameOver -= ShowGameOver;
}
private void UpdateScore(int score)
{
if(scoreText) scoreText.text = $"Score: {score}";
}
private void UpdateLives(int lives)
{
if(livesOrTimeText) livesOrTimeText.text = $"Lives: {lives}";
}
private void UpdateTime(float time)
{
if(livesOrTimeText) livesOrTimeText.text = $"Time: {time:F0}";
if (time <= 10f) livesOrTimeText.color = Color.red;
else livesOrTimeText.color = Color.white;
}
private void ShowGameOver()
{
if(gameOverPanel) gameOverPanel.SetActive(true);
}
public void RestartGame()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
}
}
}

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using System;
using Core;
using UnityEngine;
namespace Presentation
{
public class Present : MonoBehaviour
{
[SerializeField] private int points = 1;
private PresentSpawner _spawner;
public void Configure(PresentSpawner spawner)
{
_spawner = spawner;
}
private void OnCollisionEnter2D(Collision2D other)
{
if (other.gameObject.CompareTag("Ground"))
{
GameEvents.ReportPresentDropped();
_spawner.ReturnToPool(this);
}
if (other.gameObject.CompareTag("Sleigh"))
{
GameEvents.ReportPresentCaught(points);
_spawner.ReturnToPool(this);
}
}
}
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using System;
using System.Collections;
using System.Collections.Generic;
using Core;
using UnityEngine;
using Random = UnityEngine.Random;
namespace Presentation
{
public class PresentSpawner : MonoBehaviour
{
[Header("Pooling")]
[SerializeField] private Present presentPrefab;
[SerializeField] private int poolSize = 20;
[Header("Spawning")]
[SerializeField] private Transform[] spawnPoints;
[SerializeField] private float spawnInterval = 1.5f;
[SerializeField] private float burstChance = 0.3f;
[SerializeField] private Vector2 initialDirection = Vector2.right;
private Queue<Present> _pool = new();
private List<Present> _activePresents = new();
private bool _isSpawning;
private void Awake()
{
for (var i = 0; i < poolSize; i++)
{
CreateNewPresent();
}
}
private Present CreateNewPresent()
{
var p = Instantiate(presentPrefab, transform);
p.gameObject.SetActive(false);
p.Configure(this);
_pool.Enqueue(p);
return p;
}
private Present GetPresent()
{
if (_pool.Count == 0) CreateNewPresent();
var p = _pool.Dequeue();
p.gameObject.SetActive(true);
_activePresents.Add(p);
return p;
}
public void ReturnToPool(Present p)
{
if (!p.gameObject.activeSelf) return;
p.gameObject.SetActive(false);
_activePresents.Remove(p);
_pool.Enqueue(p);
}
public void StartSpawning()
{
_isSpawning = true;
GameEvents.GameOver += StopSpawning;
StartCoroutine(SpawnRoutine());
}
public void StopSpawning()
{
_isSpawning = false;
GameEvents.GameOver -= StopSpawning;
StopAllCoroutines();
foreach (var p in _activePresents.ToArray()) ReturnToPool(p);
_activePresents.Clear();
}
private IEnumerator SpawnRoutine()
{
while (_isSpawning)
{
SpawnOne();
if (Random.value < burstChance)
{
yield return new WaitForSeconds(0.2f);
SpawnOne();
}
//TODO: Difficulty scaling
yield return new WaitForSeconds(spawnInterval);
}
}
private void SpawnOne()
{
var p = GetPresent();
var rb = p.GetComponent<Rigidbody2D>();
rb.linearVelocity = Vector2.zero;
rb.angularVelocity = 0f;
var index = Random.Range(0, spawnPoints.Length);
p.transform.position = spawnPoints[index].position;
p.transform.rotation = Quaternion.identity;
rb.AddForce(initialDirection + new Vector2(Random.Range(-1f,1f), Random.Range(-1f,1f)), ForceMode2D.Impulse);
}
}
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Digitized data copyright (c) 2010 Google Corporation
with Reserved Font Arimo, Tinos and Cousine.
Copyright (c) 2012 Red Hat, Inc.
with Reserved Font Name Liberation.
This Font Software is licensed under the SIL Open Font License, Version 1.1.
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
-----------------------------------------------------------
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
-----------------------------------------------------------
PREAMBLE
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
DEFINITIONS
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
PERMISSION & CONDITIONS
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
TERMINATION
This license becomes null and void if any of the above conditions are not met.
DISCLAIMER
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.

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float2 UnpackUV(float uv)
{
float2 output;
output.x = floor(uv / 4096.0);
output.y = uv - 4096.0 * output.x;
return output * 0.001953125;
}
float4 BlendARGB(float4 overlying, float4 underlying)
{
overlying.rgb *= overlying.a;
underlying.rgb *= underlying.a;
float3 blended = overlying.rgb + ((1 - overlying.a) * underlying.rgb);
float alpha = underlying.a + (1 - underlying.a) * overlying.a;
return float4(blended / alpha, alpha);
}
float3 GetSpecular(float3 n, float3 l)
{
float spec = pow(max(0.0, dot(n, l)), _Reflectivity);
return _SpecularColor.rgb * spec * _SpecularPower;
}
void GetSurfaceNormal_float(texture2D atlas, float textureWidth, float textureHeight, float2 uv, bool isFront, out float3 nornmal)
{
float3 delta = float3(1.0 / textureWidth, 1.0 / textureHeight, 0.0);
// Read "height field"
float4 h = float4(
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.xz).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv - delta.zy).a,
SAMPLE_TEXTURE2D(atlas, SamplerState_Linear_Clamp, uv + delta.zy).a);
bool raisedBevel = _BevelType;
h += _BevelOffset;
float bevelWidth = max(.01, _BevelWidth);
// Track outline
h -= .5;
h /= bevelWidth;
h = saturate(h + .5);
if (raisedBevel) h = 1 - abs(h * 2.0 - 1.0);
h = lerp(h, sin(h * 3.141592 / 2.0), float4(_BevelRoundness, _BevelRoundness, _BevelRoundness, _BevelRoundness));
h = min(h, 1.0 - float4(_BevelClamp, _BevelClamp, _BevelClamp, _BevelClamp));
h *= _BevelAmount * bevelWidth * _GradientScale * -2.0;
float3 va = normalize(float3(-1.0, 0.0, h.y - h.x));
float3 vb = normalize(float3(0.0, 1.0, h.w - h.z));
float3 f = float3(1, 1, 1);
if (isFront) f = float3(1, 1, -1);
nornmal = cross(va, vb) * f;
}
void EvaluateLight_float(float4 faceColor, float3 n, out float4 color)
{
n.z = abs(n.z);
float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), 1.0));
float3 col = max(faceColor.rgb, 0) + GetSpecular(n, light)* faceColor.a;
//faceColor.rgb += col * faceColor.a;
col *= 1 - (dot(n, light) * _Diffuse);
col *= lerp(_Ambient, 1, n.z * n.z);
//fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n));
//faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a;
color = float4(col, faceColor.a);
}
// Add custom function to handle time in HDRP
//
void GenerateUV_float(float2 inUV, float4 transform, float2 animSpeed, out float2 outUV)
{
outUV = inUV * transform.xy + transform.zw + (animSpeed * _Time.y);
}
void ComputeUVOffset_float(float texWidth, float texHeight, float2 offset, float SDR, out float2 uvOffset)
{
uvOffset = float2(-offset.x * SDR / texWidth, -offset.y * SDR / texHeight);
}
void ScreenSpaceRatio2_float(float4x4 projection, float4 position, float2 objectScale, float screenWidth, float screenHeight, float fontScale, out float SSR)
{
float2 pixelSize = position.w;
pixelSize /= (objectScale * mul((float2x2)projection, float2(screenWidth, screenHeight)));
SSR = rsqrt(dot(pixelSize, pixelSize)*2) * fontScale;
}
// UV : Texture coordinate of the source distance field texture
// TextureSize : Size of the source distance field texture
// Filter : Enable perspective filter (soften)
void ScreenSpaceRatio_float(float2 UV, float TextureSize, bool Filter, out float SSR)
{
if(Filter)
{
float2 a = float2(ddx(UV.x), ddy(UV.x));
float2 b = float2(ddx(UV.y), ddy(UV.y));
float s = lerp(dot(a,a), dot(b,b), 0.5);
SSR = rsqrt(s) / TextureSize;
}
else
{
float s = rsqrt(abs(ddx(UV.x) * ddy(UV.y) - ddy(UV.x) * ddx(UV.y)));
SSR = s / TextureSize;
}
}
// SSR : Screen Space Ratio
// SD : Signed Distance (encoded : Distance / SDR + .5)
// SDR : Signed Distance Ratio
//
// IsoPerimeter : Dilate / Contract the shape
void ComputeSDF_float(float SSR, float SD, float SDR, float isoPerimeter, float softness, out float outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5) * SDR; // Signed distance to edge, in Texture space
outAlpha = saturate((d * 2.0 * SSR + 0.5 + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness)); // Screen pixel coverage (alpha)
}
void ComputeSDF2_float(float SSR, float SD, float SDR, float2 isoPerimeter, float2 softness, out float2 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF4_float(float SSR, float SD, float SDR, float4 isoPerimeter, float4 softness, out float4 outAlpha)
{
softness *= SSR * SDR;
float d = (SD - 0.5f) * SDR;
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void ComputeSDF44_float(float SSR, float4 SD, float SDR, float4 isoPerimeter, float4 softness, bool outline, out float4 outAlpha)
{
softness *= SSR * SDR;
float4 d = (SD - 0.5f) * SDR;
if(outline) d.w = max(max(d.x, d.y), d.z);
outAlpha = saturate((d * 2.0f * SSR + 0.5f + isoPerimeter * SDR * SSR + softness * 0.5) / (1.0 + softness));
}
void Composite_float(float4 overlying, float4 underlying, out float4 outColor)
{
outColor = BlendARGB(overlying, underlying);
}
// Face only
void Layer1_float(float alpha, float4 color0, out float4 outColor)
{
color0.a *= alpha;
outColor = color0;
}
// Face + 1 Outline
void Layer2_float(float2 alpha, float4 color0, float4 color1, out float4 outColor)
{
color1.a *= alpha.y;
color0.rgb *= color0.a; color1.rgb *= color1.a;
outColor = lerp(color1, color0, alpha.x);
outColor.rgb /= outColor.a;
}
// Face + 3 Outline
void Layer4_float(float4 alpha, float4 color0, float4 color1, float4 color2, float4 color3, out float4 outColor)
{
color3.a *= alpha.w;
color0.rgb *= color0.a; color1.rgb *= color1.a; color2.rgb *= color2.a; color3.rgb *= color3.a;
outColor = lerp(lerp(lerp(color3, color2, alpha.z), color1, alpha.y), color0, alpha.x);
outColor.rgb /= outColor.a;
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_VertexOffsetX ("Vertex OffsetX", float) = 0
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_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
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_StencilReadMask ("Stencil Read Mask", Float) = 255
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Stencil
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ReadMask[_StencilReadMask]
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Lighting Off
Cull [_CullMode]
ZTest [unity_GUIZTestMode]
ZWrite Off
Fog { Mode Off }
Blend SrcAlpha OneMinusSrcAlpha
ColorMask[_ColorMask]
Pass {
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma multi_compile __ UNITY_UI_CLIP_RECT
#pragma multi_compile __ UNITY_UI_ALPHACLIP
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t
{
float4 vertex : POSITION;
fixed4 color : COLOR;
float4 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord0 : TEXCOORD0;
float2 texcoord1 : TEXCOORD1;
float4 mask : TEXCOORD2;
};
uniform sampler2D _MainTex;
uniform sampler2D _FaceTex;
uniform float4 _FaceTex_ST;
uniform fixed4 _FaceColor;
uniform float _VertexOffsetX;
uniform float _VertexOffsetY;
uniform float4 _ClipRect;
uniform float _MaskSoftnessX;
uniform float _MaskSoftnessY;
uniform float _UIMaskSoftnessX;
uniform float _UIMaskSoftnessY;
uniform int _UIVertexColorAlwaysGammaSpace;
v2f vert (appdata_t v)
{
float4 vert = v.vertex;
vert.x += _VertexOffsetX;
vert.y += _VertexOffsetY;
vert.xy += (vert.w * 0.5) / _ScreenParams.xy;
float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert));
if (_UIVertexColorAlwaysGammaSpace && !IsGammaSpace())
{
v.color.rgb = UIGammaToLinear(v.color.rgb);
}
fixed4 faceColor = v.color;
faceColor *= _FaceColor;
v2f OUT;
OUT.vertex = vPosition;
OUT.color = faceColor;
OUT.texcoord0 = v.texcoord0;
OUT.texcoord1 = TRANSFORM_TEX(v.texcoord1, _FaceTex);
float2 pixelSize = vPosition.w;
pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1]));
// Clamp _ClipRect to 16bit.
const float4 clampedRect = clamp(_ClipRect, -2e10, 2e10);
const half2 maskSoftness = half2(max(_UIMaskSoftnessX, _MaskSoftnessX), max(_UIMaskSoftnessY, _MaskSoftnessY));
OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * maskSoftness + pixelSize.xy));
return OUT;
}
fixed4 frag (v2f IN) : SV_Target
{
fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color;
// Alternative implementation to UnityGet2DClipping with support for softness.
#if UNITY_UI_CLIP_RECT
half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw);
color *= m.x * m.y;
#endif
#if UNITY_UI_ALPHACLIP
clip(color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI"
}

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