mirror of
https://github.com/BlackMATov/unity-flash-tools.git
synced 2025-12-16 22:19:31 +07:00
little clear code
This commit is contained in:
@@ -145,7 +145,7 @@ Camera:
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far clip plane: 1000
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field of view: 60
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orthographic: 1
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orthographic size: 2
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orthographic size: 5
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m_Depth: -1
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m_CullingMask:
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serializedVersion: 2
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@@ -247,10 +247,9 @@ namespace FlashTools.Internal.SwfTools {
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public SwfDisplayList Visit(DefineSpriteTag tag, SwfDisplayList dl) {
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Debug.LogWarning(tag);
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var define = new SwfLibrarySpriteDefine{
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ControlTags = tag.ControlTags
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};
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MainContex.Library.Defines.Add(tag.SpriteId, define);
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AddSpriteToLibrary(
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tag.SpriteId,
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tag.ControlTags);
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return dl;
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}
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@@ -285,5 +284,12 @@ namespace FlashTools.Internal.SwfTools {
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};
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MainContex.Library.Defines.Add(define_id, define);
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}
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void AddSpriteToLibrary(ushort define_id, SwfControlTags control_tags) {
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var define = new SwfLibrarySpriteDefine{
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ControlTags = control_tags
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};
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MainContex.Library.Defines.Add(define_id, define);
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}
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}
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}
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@@ -102,9 +102,6 @@ namespace FlashTools {
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_addcolors.Clear();
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_groups.Clear();
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var last_group_id = 0;
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var last_clip_depth = 0;
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var frame = Asset.Data.Frames[currentFrame];
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foreach ( var inst in frame.Instances ) {
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var bitmap = FindBitmap(inst.Bitmap);
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@@ -195,72 +192,6 @@ namespace FlashTools {
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_groups[_groups.Count - 1].Triangles.Add(_vertices.Count - 4 + 0);
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_groups[_groups.Count - 1].Triangles.Add(_vertices.Count - 4 + 3);
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_groups[_groups.Count - 1].Triangles.Add(_vertices.Count - 4 + 2);
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/*
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if ( inst.ClipDepth != 0 ) {
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++last_group_id;
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last_clip_depth = inst.ClipDepth;
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var gr = new Group();
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gr.Type = GroupType.Mask;
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gr.Triangles = new List<int>();
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_groups.Add(gr);
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//_triangles.Add(new List<int>());
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//var material = new Material(Shader.Find("FlashTools/FlashMask"));
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//material.SetTexture("_MainTex", Asset.Atlas);
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//material.SetInt("_StencilID", last_group_id);
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//materials.Add(material);
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} else if ( inst.Depth < last_clip_depth ) {
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if ( _groups.Count == 0 || _groups[_groups.Count - 1].Type != GroupType.Masked ) {
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var gr = new Group();
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gr.Type = GroupType.Masked;
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gr.Triangles = new List<int>();
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_groups.Add(gr);
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}
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} else if ( (inst.Depth >= last_clip_depth && last_clip_depth > 0) || _groups.Count == 0 ) {
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var gr = new Group();
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gr.Type = GroupType.Group;
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gr.Triangles = new List<int>();
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_groups.Add(gr);
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}*/
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/*
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if ( inst.ClipDepth != 0 ) {
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_triangles.Add(new List<int>());
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++last_group_id;
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last_clip_depth = inst.ClipDepth;
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var material = new Material(Shader.Find("FlashTools/FlashMask"));
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material.SetTexture("_MainTex", Asset.Atlas);
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material.SetInt("_StencilID", last_group_id);
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materials.Add(material);
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} else if ( inst.Depth < last_clip_depth ) {
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var material = new Material(Shader.Find("FlashTools/FlashMasked"));
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material.SetTexture("_MainTex", Asset.Atlas);
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material.SetInt("_StencilID", last_group_id);
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materials.Add(material);
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} else if ( (inst.Depth >= last_clip_depth && last_clip_depth > 0) || materials.Count == 0 ) {
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_triangles.Add(new List<int>());
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++last_group_id;
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last_clip_depth = 0;
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var material = new Material(Shader.Find("FlashTools/FlashAnim"));
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material.SetTexture("_MainTex", Asset.Atlas);
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material.SetInt("_StencilID", 0);
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materials.Add(material);
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}*/
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/*
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_triangles[_triangles.Count - 1].Add(_vertices.Count - 4 + 2);
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_triangles[_triangles.Count - 1].Add(_vertices.Count - 4 + 1);
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_triangles[_triangles.Count - 1].Add(_vertices.Count - 4 + 0);
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_triangles[_triangles.Count - 1].Add(_vertices.Count - 4 + 0);
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_triangles[_triangles.Count - 1].Add(_vertices.Count - 4 + 3);
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_triangles[_triangles.Count - 1].Add(_vertices.Count - 4 + 2);*/
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/*
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if ( inst.ClipDepth != 0 ) {
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_triangles.Add(new List<int>());
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}*/
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}
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}
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@@ -1,7 +1,6 @@
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Shader "FlashTools/FlashAnim" {
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Properties {
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[PerRendererData] _MainTex ("Main Texture", 2D ) = "white" {}
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_StencilID ("Stencil ID" , Int) = 0
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[PerRendererData] _MainTex ("Main Texture", 2D) = "white" {}
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}
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SubShader {
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@@ -19,10 +18,6 @@ Shader "FlashTools/FlashAnim" {
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Blend One OneMinusSrcAlpha
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Pass {
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Stencil {
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Ref [_StencilID]
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Comp always
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}
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CGPROGRAM
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#pragma vertex vert
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#pragma fragment frag
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@@ -1,7 +1,7 @@
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Shader "FlashTools/FlashMask" {
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Properties {
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[PerRendererData] _MainTex ("Main Texture", 2D ) = "white" {}
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_StencilID ("Stencil ID" , Int) = 0
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[PerRendererData] _StencilID ("Stencil ID" , Int) = 0
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}
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SubShader {
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@@ -1,7 +1,7 @@
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Shader "FlashTools/FlashMasked" {
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Properties {
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[PerRendererData] _MainTex ("Main Texture", 2D ) = "white" {}
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_StencilID ("Stencil ID" , Int) = 0
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[PerRendererData] _StencilID ("Stencil ID" , Int) = 0
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}
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SubShader {
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