Added player character and step in/out of dialogue in scene 101
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@@ -0,0 +1,72 @@
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using UnityEditor;
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namespace UnityEngine.ProBuilder.Shapes
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{
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/// <summary>
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/// Represents a basic [cube](../manual/Cube.html) shape.
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/// </summary>
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[Shape("Cube")]
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[System.Serializable]
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public class Cube : Shape
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{
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/// <summary>
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/// Defines a set of 8 vertices that forms the template for a cube mesh.
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/// </summary>
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static readonly Vector3[] k_CubeVertices = new Vector3[]
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{
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// bottom 4 verts
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new Vector3(-.5f, -.5f, .5f), // 0
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new Vector3(.5f, -.5f, .5f), // 1
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new Vector3(.5f, -.5f, -.5f), // 2
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new Vector3(-.5f, -.5f, -.5f), // 3
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// top 4 verts
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new Vector3(-.5f, .5f, .5f), // 4
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new Vector3(.5f, .5f, .5f), // 5
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new Vector3(.5f, .5f, -.5f), // 6
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new Vector3(-.5f, .5f, -.5f) // 7
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};
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/// <summary>
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/// Defines a set of triangles forming a cube with reference to the k_CubeVertices array.
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/// </summary>
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static readonly int[] k_CubeTriangles = new int[] {
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0, 1, 4, 5, 1, 2, 5, 6, 2, 3, 6, 7, 3, 0, 7, 4, 4, 5, 7, 6, 3, 2, 0, 1
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};
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internal override void SetParametersToBuiltInShape() { }
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/// <inheritdoc/>
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public override void CopyShape(Shape shape) {}
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/// <inheritdoc/>
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public override Bounds RebuildMesh(ProBuilderMesh mesh, Vector3 size, Quaternion rotation)
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{
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mesh.Clear();
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Vector3[] points = new Vector3[k_CubeTriangles.Length];
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for (int i = 0; i < k_CubeTriangles.Length; i++)
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points[i] = rotation * Vector3.Scale(k_CubeVertices[k_CubeTriangles[i]], Math.Abs(size));
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mesh.GeometryWithPoints(points);
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UvUnwrapping.SetAutoUV(mesh, mesh.facesInternal, true);
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foreach (var face in mesh.facesInternal)
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face.uv = new AutoUnwrapSettings(face.uv) { anchor = AutoUnwrapSettings.Anchor.UpperLeft};
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mesh.RefreshUV(mesh.faces);
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return mesh.mesh.bounds;
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}
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}
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#if UNITY_EDITOR
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[CustomPropertyDrawer(typeof(Cube))]
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public class CubeDrawer : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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}
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}
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#endif
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}
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