Roman 787b285227 任务:新建项目 导入必要的插件
1.导入URP
2.配置了URP
3.导入Dotween
4.导入Odin
5.导入了InputSystem
6.设置项目为新旧输入系统并用
7.导入了FunGus
8.创建了一些空文件夹

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2022-03-10 22:49:14 +08:00

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// This code is part of the Fungus library (https://github.com/snozbot/fungus)
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
using System.Collections.Generic;
namespace Fungus
{
/// <summary>
/// Controls the render order of sprites by setting the Order In Layer property of a list of sprites.
/// </summary>
[CommandInfo("Sprite",
"Set Sprite Order",
"Controls the render order of sprites by setting the Order In Layer property of a list of sprites.")]
[AddComponentMenu("")]
public class SetSpriteOrder : Command
{
[Tooltip("List of sprites to set the order in layer property on")]
[SerializeField] protected List<SpriteRenderer> targetSprites = new List<SpriteRenderer>();
[Tooltip("The order in layer value to set on the target sprites")]
[SerializeField] protected IntegerData orderInLayer;
#region Public members
public override void OnEnter()
{
for (int i = 0; i < targetSprites.Count; i++)
{
var spriteRenderer = targetSprites[i];
spriteRenderer.sortingOrder = orderInLayer;
}
Continue();
}
public override string GetSummary()
{
string summary = "";
for (int i = 0; i < targetSprites.Count; i++)
{
var spriteRenderer = targetSprites[i];
if (spriteRenderer == null)
{
continue;
}
if (summary.Length > 0)
{
summary += ", ";
}
summary += spriteRenderer.name;
}
if (summary.Length == 0)
{
return "Error: No cursor sprite selected";
}
return summary + " = " + orderInLayer.Value;
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override bool IsReorderableArray(string propertyName)
{
if (propertyName == "targetSprites")
{
return true;
}
return false;
}
public override void OnCommandAdded(Block parentBlock)
{
// Add a default empty entry
targetSprites.Add(null);
}
public override bool HasReference(Variable variable)
{
return orderInLayer.integerRef == variable || base.HasReference(variable);
}
#endregion
}
}