25 Commits

Author SHA1 Message Date
MuHua-123 415da3b111 Update UIWindow.cs 2025-11-10 16:30:50 +08:00
MuHua-123 ebf312c6cc 1 2025-10-28 17:57:08 +08:00
MuHua-123 304c41775a 1 2025-10-11 17:42:17 +08:00
MuHua-123 4597149228 修复BUG 2025-10-11 17:27:10 +08:00
MuHua-123 21b7cbcef5 重做物品系统 2025-10-11 17:02:18 +08:00
MuHua-123 dd690d871c Update EquipmentPanel.uxml 2025-10-11 10:34:54 +08:00
MuHua-123 62e3374187 修复BUG 2025-10-11 10:19:55 +08:00
MuHua-123 65e218850f 1 2025-10-09 17:44:01 +08:00
MuHua-123 bd27595b0d 修复BUG 2025-10-09 15:04:34 +08:00
MuHua-123 1b017de1ba 新增数值系统 2025-10-09 12:20:45 +08:00
MuHua-123 7230db792c 1 2025-10-04 09:31:14 +08:00
MuHua-123 ca863976b3 1 2025-09-30 18:01:43 +08:00
MuHua-123 0c4240b621 修改属性系统 2025-09-30 12:18:56 +08:00
MuHua-123 a18bea561a 1 2025-09-29 17:58:53 +08:00
MuHua-123 153e254d33 1 2025-09-28 09:39:06 +08:00
MuHua-123 e674a88be3 1 2025-09-26 10:36:52 +08:00
MuHua-123 18c6b4387d 修改框架 2025-09-25 17:50:28 +08:00
MuHua-123 d940a18e13 1 2025-09-25 09:24:28 +08:00
MuHua-123 1efe18db95 1 2025-09-22 18:02:44 +08:00
MuHua-123 217afaa20e Merge branch 'main' into 物品系统 2025-09-22 14:29:55 +08:00
MuHua-123 f4a07224aa 修复BUG 2025-09-22 14:27:21 +08:00
MuHua-123 c7d9cf0ace 1 2025-09-22 14:22:20 +08:00
MuHua-123 473e4ffbe4 1 2025-09-19 17:12:46 +08:00
MuHua-123 7324361948 1 2025-09-18 16:56:00 +08:00
MuHua-123 5d8f76b3e6 搭建框架 2025-09-17 17:44:00 +08:00
692 changed files with 30825 additions and 4242 deletions
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[MaterialToggle] PixelSnap ("Pixel snap", Float) = 0
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CGPROGRAM
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#pragma fragment Frag
#pragma target 2.0
#pragma multi_compile_instancing
#pragma multi_compile _ PIXELSNAP_ON
#pragma multi_compile _ ETC1_EXTERNAL_ALPHA
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fixed4 _OutlineColor;
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[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
_OutlineColor("Outline Color", Color) = (1.0,1.0,1.0,0.5)
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
[Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Cull Off
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
#include "UnityUI.cginc"
#pragma multi_compile __ UNITY_UI_ALPHACLIP
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
half2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
fixed4 _Color;
fixed4 _TextureSampleAdd;
float4 _ClipRect;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = IN.texcoord;
#ifdef UNITY_HALF_TEXEL_OFFSET
OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1);
#endif
OUT.color = IN.color * _Color;
return OUT;
}
sampler2D _MainTex;
half4 _OutlineColor;
fixed4 frag(v2f IN) : SV_Target
{
half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd);
//Find pure white outline
if (color.r >= 0.97 && color.b >= 0.97 && color.g >= 0.97 && color.a >= 0.97)
{
color.rgba = _OutlineColor;
}
color *= IN.color;
color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#ifdef UNITY_UI_ALPHACLIP
clip (color.a - 0.001);
#endif
return color;
}
ENDCG
}
}
}
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